Information prompting method and device in game, terminal equipment and storage medium

Through the voiceprint identification system combined with linear and circular vernier rulers, the problem of poor accuracy of enemy sound position prompts in shooting games is solved, and the precise perception of enemy target positions and the efficiency of tactical decision-making is improved.

CN120478965APending Publication Date: 2025-08-15NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510633891.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-16
Publication Date
2025-08-15

AI Technical Summary

Technical Problem

In existing shooting games, the accuracy of enemy sound position prompts is poor, especially in complex terrain, which is difficult to accurately perceive enemy position and distance through sound simulation, resulting in a decrease in tactical response ability and game experience.

Method used

A voiceprint identification system that combines a linear vernier ruler and a circular vernier ruler is used to display the orientation information of the enemy targets at the top of the game interface. Through interactive operation, it switches to a more detailed circular vernier ruler to display the precise position, height difference and other information of the enemy targets.

Benefits of technology

Improves players' perception accuracy of enemy target position, type and distance, optimizes the game interface layout, reduces attention distraction, and improves tactical decision-making efficiency and gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an information prompting method in a game, a graphical user interface is provided through a terminal device, at least part of a game scene and a linear vernier scale are displayed in the graphical user interface, the game scene comprises a first role, and the linear vernier scale is used for indicating azimuth information in the game scene. The method comprises the steps that a first voiceprint identifier is displayed on the linear vernier scale, and the first voiceprint identifier is used for prompting an enemy target triggering a sound signal near the first character; and in response to a first operation on the first voiceprint identifier, switching the linear vernier scale into an annular vernier scale, and based on a relative orientation between the first role and the enemy target, displaying the first voiceprint identifier on the annular vernier scale. And identifying a first identifier used for indicating the position of the first character and a second voiceprint identifier corresponding to the position of the enemy target in the annular vernier scale.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a method, apparatus, terminal device, and storage medium for providing information prompts in a game. Background Art

[0002] In shooting games, enemy sounds are a key factor influencing players' tactical decisions. However, it's often difficult to accurately determine the enemy's position and distance through sound simulation alone. Therefore, existing games typically use a combination of sound simulation and on-screen indicators to indicate enemy sounds. For example, when an enemy approaches, not only will the player's device output the sound of enemy footsteps, but an on-screen indicator will also be displayed at the corresponding location on the minimap. However, since the minimap is typically a two-dimensional surface, the accuracy of the enemy footsteps indicated on it is relatively low. Summary of the Invention

[0003] In view of this, the present disclosure proposes a method, apparatus, terminal device and computer storage medium for providing information prompts in a game, aiming to solve the problem of poor accuracy in prompting enemy sound positions in existing games.

[0004] To achieve the above objectives, the technical solutions adopted in this disclosure are as follows:

[0005] In a first aspect, the present disclosure provides a method for providing information prompts in a game, wherein a terminal device provides a graphical user interface, wherein the graphical user interface displays at least a portion of a game scene and a linear vernier ruler, wherein the game scene includes a first character controlled by the terminal device, and the linear vernier ruler is used to indicate position information in the game scene. The method comprises:

[0006] Displaying a first voiceprint identifier on the linear vernier ruler, wherein the first voiceprint identifier is used to indicate an enemy target that triggers a sound signal near the first character;

[0007] In response to a first operation on the first voiceprint identifier, the linear vernier is switched to a circular vernier, and based on the relative position between the first character and the enemy target, a first identifier for indicating the position of the first character and a second voiceprint identifier corresponding to the position of the enemy target are identified in the circular vernier.

[0008] In a second aspect, the present disclosure provides an information prompt device for a game, wherein a terminal device provides a graphical user interface, wherein the graphical user interface displays at least a portion of a game scene and a linear vernier ruler, wherein the game scene includes a first character controlled by the terminal device, and the linear vernier ruler is used to indicate orientation information in the game scene. The device comprises:

[0009] a display module configured to display a first voiceprint identifier on the linear vernier ruler, wherein the first voiceprint identifier is used to indicate an enemy target that triggers a sound signal near the first character;

[0010] an identification module for switching the linear vernier scale to a circular vernier scale in response to a first operation on the first voiceprint identifier, and identifying, in the circular vernier scale, a first identifier for indicating the position of the first character and a second voiceprint identifier corresponding to the position of the enemy target based on the relative position between the first character and the enemy target.

[0011] In a third aspect, the present invention provides a terminal device comprising: a processor, a storage medium and a bus, wherein the storage medium stores computer-readable instructions executable by the processor. When the terminal device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the method described in any of the foregoing embodiments.

[0012] In a fourth aspect, the present invention provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of the method as described in any of the aforementioned embodiments are executed.

[0013] The beneficial effects of the present disclosure are:

[0014] The information prompt method, device, electronic device and storage medium provided in the present disclosure are aimed at the small area mentioned in the background technology. Figure 2 In order to solve the problem of poor accuracy in the position of enemy footstep marks due to the three-dimensional plane presentation, an innovative solution combining a linear vernier and a circular vernier is adopted. By displaying the first voiceprint mark on the linear vernier, players can quickly perceive the approximate position of the enemy target; when the player performs an operation on the first voiceprint mark, the linear vernier is switched to a circular vernier, and the player character position and the detailed position information of the enemy target are marked in the circular vernier, allowing players to perceive the enemy position more accurately. This design not only improves the accuracy of enemy position perception, but also intuitively presents the direction, distance and type information of the enemy target's sound signal through the visual voiceprint display of the circular vernier, allowing players to accurately read various information and marks. At the same time, the introduction of voiceprint marking, tracking and signal sharing functions has greatly improved the efficiency of team collaboration, thereby solving the problems existing in the existing technology. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0016] Figure 1 A cloud interaction system architecture diagram provided by the present disclosure;

[0017] Figure 2 A flowchart of an optional implementation of an information prompt method in a game provided by the present disclosure;

[0018] Figure 3 This is a schematic diagram of an interface of a linear vernier ruler provided in an optional implementation of the present disclosure;

[0019] Figure 4 This is a schematic diagram of the interface of a circular vernier ruler provided in an optional implementation of the present disclosure;

[0020] Figure 5 This is a schematic diagram of an interface for tactical instructions provided in an optional implementation of the present disclosure;

[0021] Figure 6 This is a schematic diagram of the structure of the information prompt device in the game provided by the present disclosure;

[0022] Figure 7 A schematic diagram of the hardware architecture of the terminal device provided in this disclosure. DETAILED DESCRIPTION

[0023] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.

[0024] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.

[0025] It should be noted that similar reference numerals and letters denote similar items in the following drawings, and therefore, once an item is defined in one drawing, it does not require further definition or explanation in subsequent drawings.

[0026] For ease of understanding, the prior art involved in this disclosure is first described in detail.

[0027] In shooting games, enemy sounds are a key factor influencing players' tactical decisions, providing crucial information such as enemy location and movement trajectory, helping players make accurate tactical decisions. However, it's often difficult to accurately determine enemy position and distance through sound effects alone. Therefore, existing games typically use a combination of sound effects and on-screen indicators to indicate enemy sounds. For example, in popular tactical shooters, when an enemy approaches, not only are the sounds of enemy footsteps emitted through the player's device, but enemy footsteps are also displayed on the corresponding location on the minimap, helping players identify their approximate location. However, this interactive method has significant technical drawbacks: because the minimap is typically two-dimensional, it cannot accurately reflect the enemy's true position within the three-dimensional game world, resulting in poor positional accuracy for the enemy footsteps. Especially in multi-story buildings or complex terrain, players cannot accurately determine whether the enemy is on the same floor, above, or below based solely on the minimap's markers. This lack of information significantly reduces players' tactical response and gaming experience. In addition, the mini-map occupies a corner of the screen, and players need to divide their attention to pay attention to both the main game screen and the enemy marks on the mini-map. This split attention distribution increases the player's operating difficulty and learning cost, especially in tense combat scenes.

[0028] In response to the problems in the above-mentioned prior art, the present disclosure proposes the following technical concept: to design a voiceprint identification system that combines a linear vernier ruler with a circular vernier ruler, by visually displaying the enemy target's position information on the linear vernier ruler at the top of the game interface, and allowing players to expand it into a more detailed circular vernier ruler through interactive operations, thereby obtaining the enemy target's precise position, height difference and other information. This technical concept directly presents the voiceprint identification on the vernier ruler near the center area of the player's field of view, avoiding the player's attention from frequently switching between the main game screen and the minimap. At the same time, the design of the circular vernier ruler can intuitively display the enemy target's position information within a 360-degree range, thereby improving the accuracy of spatial perception. In addition, by using different forms of voiceprint identification for different types of enemy targets, and adjusting the size of the identification according to the distance, this solution can enable players to perceive the enemy target's position, type and distance information more efficiently and accurately, thereby making more accurate tactical decisions and improving the gaming experience and competitive level.

[0029] Based on the above content, the specific contents of each technical solution provided by the present disclosure will be introduced in detail one by one below.

[0030] First, the present disclosure provides an information prompt method in a game.

[0031] In an optional implementation, the information prompt method in the game provided by the present disclosure can be run on a terminal device and / or a server.

[0032] Among them, when the information prompt method in the game runs on the server, the method can be implemented and executed based on the cloud interaction system. Figure 1 , is a diagram of a cloud interaction system architecture provided by the present disclosure. As shown in the figure, the cloud interaction system may include: a client device 10 and a server 20, wherein the client device 10 may be connected to the server 20 via a network 30.

[0033] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information prompt method in the game are completed on the cloud gaming server. The client device 10 is used to receive and send data and present the game screen. For example, the client device 10 can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; however, the terminal device performing information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device 10 to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device 10 via the network. Finally, the client device 10 decodes and outputs the game screen.

[0034] In particular, when the in-game information prompt method is run on a terminal device, in an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal display, or provided to the player through holographic projection. For example, the local terminal device may include a display and a processor, the display being used to present the graphical user interface, the graphical user interface including the game screen, and the processor being used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display.

[0035] The above describes the hardware environment required for the present disclosure. Based on the above hardware environment, the following describes in detail various embodiments of the information prompt method in the game provided by the present disclosure, taking the terminal device as the execution subject as an example.

[0036] Please refer to Figure 2 , is a flow chart of an optional implementation of the information prompt method in the game provided by the present disclosure. As shown in the figure, the information prompt method in the game includes the following steps:

[0037] Step S1: Displaying a first voiceprint identifier on a linear vernier ruler, wherein the first voiceprint identifier is used to indicate an enemy target that triggers a sound signal near the first character.

[0038] Step S2, in response to a first operation on the first voiceprint identifier, the linear vernier is switched to a circular vernier, and based on the relative position between the first character and the enemy target, a first identifier for indicating the position of the first character and a second voiceprint identifier corresponding to the position of the enemy target are identified in the circular vernier.

[0039] Through the above steps, the in-game information prompt method provided by the present disclosure enables players to quickly perceive the approximate position of enemy targets using a linear vernier. When more precise position information is needed, the linear vernier can be switched to a circular vernier with a simple operation, allowing players to intuitively see the enemy target's precise position relative to themselves, thereby improving players' spatial perception and tactical decision-making efficiency in the game. This interactive method not only optimizes the layout of the game interface and reduces player distraction, but also solves the technical problem of the difficulty of accurately locating enemy targets through sound effects alone through the visual expression of voiceprint identification, making the gaming experience smoother and more intuitive.

[0040] The following is a detailed description of the above steps:

[0041] Step S1: Displaying a first voiceprint identifier on a linear vernier ruler, wherein the first voiceprint identifier is used to indicate an enemy target that triggers a sound signal near the first character.

[0042] Among them, the linear cursor is a linear navigation element displayed in the graphical user interface, which is used to intuitively display the orientation information in the game scene and is usually located at the top or bottom of the graphical user interface.

[0043] In an alternative embodiment, a linear ruler is a horizontally extending graphical interface element, arranged along the width of the screen, used to represent the player's position in the 360-degree environment. For example, in a shooting game, the linear ruler can be placed at the top of the screen, with the left end representing the player's west (-90 degrees), the middle representing the front (0 degrees), and the right end representing the east (90 degrees). Through this mapping relationship, the position information in three-dimensional space is compressed into a one-dimensional linear space.

[0044] In an optional embodiment, the linear ruler can be marked with cardinal directions, such as north, south, east, and west, to help players quickly locate their position. For example, in a game, the linear ruler not only displays enemy positions but also marks the cardinal directions of north, east, south, and west. Players can use these markings to quickly understand the direction they are facing and the enemy's relative position.

[0045] In an optional embodiment, the linear ruler can also display the location of specific target points on the map. For example, in an open-world game, in addition to displaying the voiceprint identifier of the enemy target, the linear ruler can also display markers for special locations such as mission objectives, teammate locations, and important resource points, helping players obtain key location information without opening the map.

[0046] The first voiceprint identifier is a graphic mark displayed on a linear vernier scale, which is used to indicate the sound signal emitted by the enemy target and its approximate direction.

[0047] In an optional embodiment, the first voiceprint identifier is a visual graphical element that converts the sound signals generated by the enemy target into visual information. For example, in a game, when an enemy fires a gun or moves, a red dot or arrow-shaped mark will appear at the corresponding position on the linear scale, indicating the direction of the enemy sound.

[0048] In an optional embodiment, the first voiceprint identifier can be displayed in different forms depending on the type of sound produced by the enemy target. For example, in the game, the sound of enemy footsteps can be displayed as a footprint-shaped identifier, gunshots can be displayed as a bullet-shaped identifier, and vehicle sounds can be displayed as a car-shaped identifier. Through these differentiated identifier forms, players can quickly identify the source type of the sound.

[0049] In an optional embodiment, the display intensity of the first voiceprint identifier can change with the actual intensity of the sound. For example, in a game, the closer the enemy footsteps are to the player, the larger or brighter the corresponding voiceprint identifier may appear; the farther the gunshot is, the smaller or dimmer the corresponding voiceprint identifier may appear. This dynamic visual effect can help players intuitively perceive the distance of the sound source.

[0050] See also Figure 3, shows a schematic diagram of a linear vernier ruler provided in an optional implementation of the present disclosure. As shown, linear vernier ruler 301 is located at the top center of the game interface. Linear vernier ruler 301 is provided with azimuth parameters such as direction and corresponding directional deflection, as well as a first voiceprint identifier 302 corresponding to the sound signal triggered by an enemy target. As can be seen from the figure, first voiceprint identifier 301 is located in the position on linear vernier ruler 301 indicating the east direction. Based on this, the player can know that an enemy target is located in the east direction indicated by first voiceprint identifier 301.

[0051] Among them, the first character is a virtual character controlled by the player through the terminal device in the game scene, and is the player's agent and operation object in the game world.

[0052] In an optional embodiment, the first character is the primary interactive object in the game that the player directly controls through a terminal device and can be a humanoid character, an animal, or other entity. For example, in a combat game, the first character can be a humanoid combat character of various styles selected by the player; in an exploration and survival game, the first character can be a hunter character created by the player; in a racing game, the first character can be a racing car character controlled by the player, etc.

[0053] In an optional embodiment, the first character serves as the viewing center in the game, and orientations in the game world are typically determined with respect to the first character as the reference point. For example, in a first-person shooter game, the center of the screen represents the direction of the first character's line of sight, and the orientation of the voiceprint identifier is also determined relative to this line of sight. In a third-person perspective game, the camera typically follows the first character, and orientation information on the linear scale is also calculated and displayed with the first character as the center.

[0054] In an optional embodiment, the first character can interact with other players or AI characters in the game, forming teammate or hostile relationships. For example, in a team-based competitive game, the first character can form a team with teammates to fight against enemy targets together; in an open-world RPG game, the first character can talk, trade, or fight with NPCs. These interactions will generate various sound signals, which in turn generate corresponding voiceprint identifiers on the linear scale.

[0055] The enemy target is an entity that is in an adversarial relationship with the first character in the game scene and may pose a threat to the first character.

[0056] In an alternative embodiment, the enemy target may be an AI-controlled non-player character (NPC). For example, in a game, the enemy target may be a wandering zombie or various biochemical monsters, a patrolling enemy soldier, or a wild animal. These AI-controlled enemy targets will move, attack, or perform other actions in the game scene according to preset behavior patterns, thereby generating sound signals.

[0057] In an alternative embodiment, enemy targets can be characters controlled by other real players. For example, in a multiplayer game, enemy targets are other player characters that have joined the opposing faction; in a battle royale game, all other players except teammates are enemy targets. These real player-controlled enemy targets have more unpredictable behavior and produce more diverse sound signals.

[0058] In an optional embodiment, the enemy target includes a character type and a prop type. The character type can be the enemy character itself, which can become the source of the sound signal, thereby generating a corresponding first voiceprint identifier on the linear vernier. The prop type can be the game props used by the enemy character, which can include weapon props, vehicles, or other equipment. For example, in a shooting game, not only can the enemy character itself become the source of the sound signal, but the firearms, projectiles (such as grenades), and placed equipment (such as mines and traps) used by the enemy can also become the source of the sound signal, thereby generating a corresponding first voiceprint identifier on the linear vernier.

[0059] Among them, the sound signal is the audio effect in the game, which is generated by various behaviors or states of the enemy target and is the condition for triggering the display of the voiceprint identification.

[0060] In an alternative embodiment, the sound signal can be generated by the movement of enemy targets. For example, in a shooting game, enemies walking, running, or crouching on different terrains will produce footsteps of varying intensities. In a survival game, special infected individuals such as Hunters or Tanks will emit unique roars. These sound signals will trigger the corresponding voiceprint identifier to be displayed on the linear scale.

[0061] In an optional embodiment, the sound signal can be generated by the enemy's combat behavior. For example, in a combat game, when an enemy character releases a skill, a specific voice prompt or skill sound effect will be emitted. Enemy actions such as shooting, reloading, and using skill equipment will also generate specific sound signals. These combat-related sounds are often more rapid and obvious, and the corresponding voiceprint identifier may also have a special display effect.

[0062] In an alternative embodiment, sound signals can also be generated by enemy targets' interactions with the environment. For example, in an evacuation game, enemy actions such as opening doors, searching containers, and picking up items will all generate sounds. Enemies moving through passages or destroying environmental objects will also produce metallic collision sounds. These sound signals generated by these interactions with the environment will also generate corresponding voiceprints on the linear scale.

[0063] Through the above steps, the present disclosure can intuitively display the azimuth information of the sound signal emitted by the enemy target on the linear vernier at the top of the game interface, so that players can obtain the sound source information of the enemy target in the surrounding environment without relying on the minimap. This design allows players to always keep their attention on the main game screen without having to frequently check the minimap to confirm the enemy's position, greatly improving the reaction speed and tactical decision-making efficiency in combat. At the same time, according to the different sound signals generated by different types of enemy targets, different forms of soundprint identification will be displayed on the linear vernier, such as footsteps displayed as footprint icons, gunshots displayed as bullet icons, vehicle sounds displayed as car icons, etc. This differentiated identification form allows players to quickly identify the source type of the sound and make more targeted tactical responses.

[0064] Step S2, in response to a first operation on the first voiceprint identifier, the linear vernier is switched to a circular vernier, and based on the relative position between the first character and the enemy target, a first identifier for indicating the position of the first character and a second voiceprint identifier corresponding to the position of the enemy target are identified in the circular vernier.

[0065] The first operation is an interactive action performed by the player on the first voiceprint identifier on the linear vernier scale, which is used to trigger the conversion of the linear vernier scale to the circular vernier scale.

[0066] In an optional embodiment, the first operation can be a click operation, where the player touches the screen or uses a mouse to click the first voiceprint icon on the linear vernier. For example, in a shooting game running on a mobile device, the player can use their finger to directly click the enemy footsteps icon displayed on the linear vernier at the top of the screen; in a PC platform game, the player can use the mouse pointer to click the voiceprint icon at the top of the interface to activate a more detailed circular vernier display.

[0067] In an optional embodiment, the first operation may be a gesture operation, where the player interacts with the game interface through specific gestures. For example, on a platform that supports gesture control, the player may swipe up on the linear vernier area to expand the circular vernier; in a virtual reality (VR) game, the player may point the controller at the voiceprint identifier and make a "grab" gesture to activate the circular display mode.

[0068] In an optional embodiment, the first operation can also be a key operation, where the player triggers a function by pressing a specific key on the keyboard, controller, or touch screen. For example, in a console game, the player can quickly expand the circular vernier by pressing a specific function key on the controller (such as L1 or R1); in a PC game, a keyboard shortcut (such as the Tab key or the Alt key) can be set to switch the vernier display mode without having to directly click the voiceprint logo.

[0069] Among them, the circular vernier is a circular navigation element displayed in the graphical user interface, which is used to more accurately display the position information of enemy targets within a 360-degree range.

[0070] In an optional embodiment, the circular vernier is a circular, elliptical or ring-shaped interface element generated around the character model of the first character, intuitively displaying the full range of spatial orientation relationships. Specifically, the first character can be at the geometric center of the circular vernier, and the circular vernier is presented around the first character, with a second voiceprint identifier for indicating the position of the enemy target displayed on the circular vernier. For example, in a battle royale game, the circular vernier can be displayed in a translucent manner in the central area of the screen, forming a circle centered on the player, with the four basic compass points of east, south, west and north, the corresponding angle scales and the second voiceprint identifier marked on the circle, allowing the player to accurately determine the direction of the enemy target.

[0071] In an optional embodiment, the circular vernier is a circular, elliptical or ring-shaped interface element, which is generated around the position identifier of the first character, and intuitively displays the all-round spatial orientation relationship. Specifically, the circular vernier can be generated around the first identifier, the first identifier is used to indicate the current position of the first character, the first identifier can be set at the geometric center of the circular vernier, and the second voiceprint identifier used to indicate the position of the enemy target can be set on the circular vernier. The circular vernier as a whole can be displayed at the top of the graphical user interface in the position of the original linear vernier, replacing the original linear vernier. For example, in a shooting game, the circular vernier can be displayed in a semi-transparent manner at the top of the screen, forming a circular ring with the player's position identifier as the center. The four basic azimuth points of east, south, west and north, the corresponding angle scales and the second voiceprint identifier are marked on the circular ring, allowing players to accurately judge the direction of the enemy target.

[0072] See also Figure 4 , showing a schematic diagram of a circular vernier provided in an optional implementation of the present disclosure. As shown in the figure, when the player performs a first operation on the linear vernier displayed on the screen or the first voiceprint identifier on the linear vernier, the process of switching the linear vernier to a circular vernier is triggered. Among them, the switched circular vernier 401 is displayed at the position of the original linear vernier and is elliptical. The four directions of east, west, south and north are marked on the circumference of the ellipse, and angle scales are marked between adjacent directions. The center position of the circular vernier 401 displays the position identifier of the player character (that is, the first character controlled by the terminal device), which is used to refer to the current position of the player character. The west position on the circumference of the ellipse is marked with a second voiceprint identifier 402, which is used to indicate that there is an enemy target to the west of the current position of the player character.

[0073] In an optional embodiment, the circular vernier ruler has a richer visual hierarchy and information expression capabilities, and can simultaneously display the location information of multiple enemy targets. For example, in a game, the circular vernier ruler can simultaneously mark multiple sound sources. Different types of enemy target sounds (such as footsteps, gunshots, and skill sounds) can be marked on the circular vernier ruler with different colors or icons, allowing players to judge the relative positions and types of multiple surrounding threats. Specifically, enemy targets include character types and item types. The character type can be the enemy character itself, which can be the source of the sound signal, thereby generating a corresponding second voiceprint identifier on the circular vernier ruler. The item type can be the game props used by the enemy character, including weapons, vehicles, or other equipment. For example, in a shooting game, not only can the enemy character itself be the source of the sound signal, but also the firearms used, projectiles (such as grenades), and equipment placed (such as mines and traps) can all be the source of the sound signal, thereby generating a corresponding second voiceprint identifier on the circular vernier ruler.

[0074] In an optional embodiment, when the enemy target includes both a prop type and a character type, the step of identifying the second voiceprint identifier in the circular vernier includes: determining a display style corresponding to the second voiceprint identifier based on the type of the enemy target; and identifying the second voiceprint identifier in the circular vernier using the display style. For example, when the enemy target is an enemy character, and the enemy character is near the player character and triggers footsteps, the second voiceprint identifier in the form of footsteps may be displayed in the circular vernier. Similarly, when the enemy target is a firearm prop used by the enemy character, and the enemy character uses the weapon to attack and triggers gunfire, the second voiceprint identifier in the form of bullets may be displayed in the circular vernier.

[0075] In an optional embodiment, the circular vernier ruler can display the height difference information between the enemy target and the player. Specifically, based on the height difference between the horizontal plane where the player character (i.e., the first character) is located and the enemy target, the second voiceprint mark marked on the circular vernier ruler can be offset so that the offset second voiceprint mark is located above or below the circular vernier ruler, thereby indicating that the enemy target is located above or below the player character. For example, in a multi-story building battle scene, the circular vernier ruler can indicate the enemy's position above or below the player by displaying the enemy target's voiceprint mark above or below the ring, or distinguish enemies on the same horizontal plane, upper and lower floors by arrow pointing or special color coding. This expression of three-dimensional spatial information is difficult to achieve with a linear vernier ruler.

[0076] The relative orientation is the directional relationship between the first character and the enemy target, and is used to determine the position of the second voiceprint marker on the circular vernier scale.

[0077] In an alternative embodiment, the relative orientation is calculated based on the angular relationship between the first character's current orientation and the enemy target's position. For example, in the game, if the enemy target is directly in front of the first character, its voiceprint indicator on the circular vernier scale will appear at 12 o'clock; if the enemy target is located to the right and rear of the first character (approximately 135 degrees), its voiceprint indicator will appear at 4:30 on the circular vernier scale.

[0078] In an optional embodiment, relative position calculations take into account the three-dimensional spatial characteristics of the game scene, including horizontal position and vertical height differences. For example, in a game that emphasizes vertical combat, if an enemy target is located on the floor directly above the player, the circular vernier ruler will use special visual effects (such as an upward arrow or a marker above the ring) to indicate this vertical position, helping the player accurately determine the enemy's spatial position.

[0079] In an optional embodiment, the calculation and display of relative position may be adjusted based on obstacles and environmental structures in the game. For example, even if a wall blocks the player from an enemy target, the relative position of the sound source can still be calculated based on sound propagation rules and a marker at the corresponding position can be displayed on the circular scale. However, transparency or other visual elements may be used to indicate that the target is currently obscured.

[0080] The first identifier is a graphic mark displayed in the circular vernier scale and representing the current position of the first character, and is usually located in the center of the circular vernier scale.

[0081] In an alternative embodiment, the first marker is a distinct graphical symbol that indicates the player character's reference position in the circular vernier coordinate system. For example, in a game, the first marker may be a small arrow or triangle in the center of the circular vernier. The direction of the arrow indicates the player character's current facing direction, which helps the player quickly determine their relative position to enemy targets marked on the circular vernier.

[0082] In an optional embodiment, the first marker may include status information of the player character. For example, in a game, the central first marker not only indicates the player's position but may also display the player's current status, such as invisibility, injury, or special skill activation, through color changes or additional icon elements. This information can help the player make more reasonable tactical decisions.

[0083] In an optional embodiment, the first identifier can be customized based on the game type and player preferences. For example, in a game that supports interface customization, players can choose a first identifier with a different shape, color, or animation effect to make it easier to identify their position in a chaotic battle scene; in a team game, the captain's first identifier may have a special mark so that teammates can quickly locate the captain's position.

[0084] The second voiceprint identifier is a graphic mark used to indicate the position of the enemy target on the circular vernier scale.

[0085] In an optional embodiment, the second voiceprint identifier can be a visual mark designed based on characteristics such as the type, distance, and relative position of the enemy target. Specifically, the second voiceprint identifier can adjust its identifier size and transparency on the circular vernier scale according to the distance relationship between the enemy target and the first character, wherein the identifier size and transparency are positively correlated with the distance. For example, in the game, when the enemy target is close to the first character (such as within 10 meters), the second voiceprint identifier can be displayed as a larger red mark with higher opacity; when the enemy target is far away from the first character (such as more than 100 meters), the second voiceprint identifier can be displayed as a smaller and translucent light-colored mark, so that the player can quickly judge the distance of the enemy target by the visual characteristics of the identifier.

[0086] In an optional embodiment, the display style of the second voiceprint identifier can also be determined based on the type of enemy target, and then the second voiceprint identifier is indicated on the circular vernier scale in the corresponding display style. For example, in a game, when the circular vernier scale is displayed, if the enemy target is a gun-wielding enemy character, the second voiceprint identifier can be designed as an identifier shape related to the weapon type, such as a rifle-shaped mark, and displayed in red and located at a position on the circular vernier scale corresponding to the actual position of the enemy target.

[0087] In an optional embodiment, the second voiceprint identifier can have a dynamically changing visual effect to reflect the enemy's activity status. For example, when the enemy is moving, the second voiceprint identifier can present a flashing or pulsating visual effect; when the enemy is stationary, the second voiceprint identifier can remain stable; when the enemy is firing, the second voiceprint identifier can present an explosion or flashing dynamic effect, allowing players to intuitively perceive the enemy's behavior status.

[0088] The first identifier is a graphic mark used to indicate the position of the first character in the annular vernier scale.

[0089] In an alternative embodiment, the first identifier can be a special graphic mark located at the center of the circular vernier scale. For example, in a shooting game, the first identifier can be a center point or a miniature portrait of the player character located in the exact center of the circular vernier scale, indicating that the player's current position is the reference origin of the entire sound perception system.

[0090] In an optional embodiment, the first identifier can be dynamically displayed based on the current status of the first character. For example, when the first character is injured, the first identifier can be displayed in flashing red; when the first character is invisible or stealthed, the first identifier can be displayed in a semi-transparent effect; when the first character is in a buff state, the first identifier can be displayed as an icon with a special light effect, thereby intuitively reflecting the current status of the first character through the changes in the first identifier.

[0091] In an optional embodiment, the first identifier can be integrated to display the first character's orientation information. For example, in a circular vernier, the first identifier can be an arrow or a triangle icon with a direction indicator. The direction of the arrow indicates the direction the first character is currently facing. This allows the player to more intuitively understand the positional relationship of the second voiceprint identifier relative to the first character's field of view, that is, whether the enemy target is in front of, to the side of, or behind the first character.

[0092] Through the above steps, the present disclosure realizes an intuitive and efficient enemy target position prompt mechanism. During the game, the player can first learn that an enemy target has appeared nearby through the first voiceprint identifier on the linear vernier, and then trigger a more detailed position display mode-a circular vernier by performing a first operation (such as clicking) on the first voiceprint identifier. In the circular vernier, the player can clearly see his (the first character) position in the center through the first identifier, and the relative position of the enemy target on the circular vernier through the second voiceprint identifier. This circular layout enables players to obtain 360-degree azimuth perception and quickly determine the specific position, distance and type of the enemy target.

[0093] For example, in a shooting game, when a player is lurking inside a building and hears footsteps outside the window, they can quickly click the sound prompt on the linear vernier to switch to the circular vernier mode, immediately knowing that the enemy character is approximately 50 meters southeast and is moving. This provides the player with valuable tactical intelligence, allowing them to prepare to meet the enemy in advance or choose an evasive route. At the same time, the circular vernier design also allows players to distinguish different types of enemy targets, such as infantry, vehicles, or special units, through the shape, color, and animation of the second voiceprint identifier, further enhancing battlefield situational awareness.

[0094] In an optional embodiment, after displaying the circular vernier ruler, the information prompt method in the game provided by the present disclosure may further include the following steps:

[0095] In response to a second operation on the second voiceprint identifier, the second character is controlled to share the location information of the enemy target corresponding to the second voiceprint identifier with the second character in the game scene, so that a corresponding circular vernier ruler is displayed on the terminal device corresponding to the second character, and a third voiceprint identifier matching the location information is generated on the displayed circular vernier ruler. The second character is a game character in the same faction as the first character.

[0096] The second operation is an operation instruction executed by the player on the second voiceprint identifier.

[0097] In an optional embodiment, the second operation can be a double-click operation on the second voiceprint identifier, a long press and release operation, a specific gesture operation, etc. For example, when a player finds an enemy footprint voiceprint identifier on the circular vernier during the game, the player can perform the second operation by double-clicking the voiceprint identifier to quickly share the enemy's location information with teammates.

[0098] Among them, position information sharing refers to the process of transmitting the enemy target position information detected by the first character to other characters in the same camp.

[0099] In an optional embodiment, location information sharing can be automatically performed based on team member relationships. For example, when a player performs the second operation, the system automatically sends the enemy target's location coordinates, movement direction, distance, and other information to all teammates on the same team, without the player having to manually select the shared objects.

[0100] In an alternative embodiment, location information sharing can be implemented through an in-game social networking system. For example, the game can establish a temporary tactical information sharing network. When a player marks an enemy target, the information is pushed to teammates in real time through the network, ensuring the timeliness and accuracy of tactical information.

[0101] In an optional implementation, location information sharing can include richer tactical information. For example, in addition to the enemy target's location information, it can also include additional information such as the enemy target's movement speed, possible movement trajectory prediction, threat level assessment, etc., thereby providing teammates with more comprehensive battlefield situational awareness.

[0102] The second character refers to another character that belongs to the same camp or the same team as the first character.

[0103] In an optional embodiment, the second character can be a friend or teammate added by the player in the same team. For example, in a four-player team mode, when the captain marks the location of the enemy target, the other three members of the team will receive this information so that the team can work together.

[0104] In an optional embodiment, the second character can be a temporary teammate matched by the system. For example, in a random team deathmatch mode, even if the team members do not know each other, this function can quickly share enemy information and improve team collaboration efficiency.

[0105] In an optional embodiment, the second character can be another player character in a specific cooperative relationship. For example, in a large-scale team confrontation mode, although players are distributed in different teams, when a player marks an important enemy target (such as an enemy commander), this information can be shared with all team members in the same team, enabling wider tactical coordination.

[0106] Among them, the annular vernier in the terminal device corresponding to the second character is an annular interface element used to indicate direction information in the game.

[0107] In an optional embodiment, when the first character's corresponding terminal device receives enemy target location information, the circular vernier displayed on the second character's device can automatically activate and display it. For example, when the first character shares enemy location information, the second character's game interface automatically switches to displaying the circular vernier, eliminating the need for the second character's player to manually activate it, ensuring that important tactical information is not missed.

[0108] In an optional embodiment, the circular cursor on the second character's device can use special visual prompt effects. For example, when receiving enemy position information shared by teammates, the circular cursor may briefly flash or highlight in a specific color to attract the second character player's attention and improve the effectiveness of information transmission.

[0109] In an optional embodiment, the circular cursor on the second character's device can display different styles based on the shared information from different sources. For example, when multiple teammates are simultaneously sharing the location information of different enemy targets, the circular cursor can be distinguished by different colors or border styles based on the source of the shared information, helping the second character player quickly identify the source of the information.

[0110] Among them, the third voiceprint identification refers to an identification generated on the circular vernier of the second character's terminal device that matches the enemy target position information shared by the first character.

[0111] In an optional embodiment, when the terminal device corresponding to the first character shares the location information of the enemy target with the second character, it can also share the character information corresponding to the first character with the second character, so that when the terminal device corresponding to the second character displays the third voiceprint identifier, the character identifier corresponding to the first character is displayed in conjunction with it, so that the displayed third voiceprint identifier can include the identity information of the sharer. For example, the game ID or character icon of the first character who shared the information can be displayed next to the third voiceprint identifier, helping the second character player quickly identify the source of the information and enhance the targetedness of team collaboration.

[0112] In an optional embodiment, the third voiceprint identifier can have a special visual effect to distinguish it from the self-detected voiceprint identifier. For example, the shared third voiceprint identifier may have a flashing border or a special color mark, so that the second character player can quickly distinguish which enemy information is shared by teammates and which is self-detected.

[0113] In an optional embodiment, the third voiceprint identifier may include additional time information. For example, the third voiceprint identifier may display the information's sharing time or validity period countdown. As time passes, the identifier's display intensity may gradually decrease, prompting the second character player that the information may be outdated and the latest information needs to be retrieved.

[0114] Through the above steps, the present disclosure enables rapid sharing of enemy location information and coordinated combat among team members. When the first character player discovers a key enemy target, they can immediately transmit the enemy's location information to their teammates through a simple second operation. The teammates' game interface will automatically display a circular vernier and mark the enemy's location, without the need for voice description or text communication, greatly improving the efficiency and accuracy of battlefield information transmission. In high-intensity tactical shooting games, this rapid location sharing mechanism can significantly enhance team collaboration, reduce information transmission delays and misunderstandings, and enable the team to respond to enemy threats in a more coordinated and consistent manner.

[0115] In an optional embodiment, the information prompt method in the game provided by the present disclosure may further include the following steps:

[0116] When receiving location information shared by multiple second characters, in response to the location information including multiple pieces of location information corresponding to the same enemy target, the enemy target is controlled to be set as the team tracking target; in response to detecting a sound signal triggered by the team tracking target, based on the relative position between the team tracking target and the first character, a fourth voiceprint identifier corresponding to the sound signal is displayed on the circular vernier scale, and the fourth voiceprint identifier is displayed differently so that the fourth voiceprint identifier is visually distinguishable from the other voiceprint identifiers.

[0117] Among them, the location information shared by multiple second characters is the location data of the enemy target sent by multiple teammate players in the team through the information sharing function.

[0118] In an alternative embodiment, the location information shared by multiple second characters can be enemy target location data received through sharing by teammate players. For example, if players A, B, and C on a team each share location information for the same enemy character on their respective circular scales, the terminal device can receive the location information shared by multiple second characters. This location information is all for the same enemy character.

[0119] It can be understood that when multiple second characters in a team trigger the sharing of position information for the same enemy target, the enemy target can be determined as a priority target that requires the attention and tracking of the entire team, that is, the team tracking target.

[0120] Among them, the fourth voiceprint identifier is a visual element displayed on the circular vernier scale for indicating the position and status of the team's tracking target.

[0121] In an optional embodiment, to visually distinguish the fourth voiceprint identifier from other voiceprint identifiers, the fourth voiceprint identifier displayed on the circular vernier scale can be displayed differently. For example, the fourth voiceprint identifier can be displayed using a special graphical symbol, such as an icon with a star-shaped border, to distinguish it from the circular or triangular voiceprint identifiers of standard enemy targets. Furthermore, the fourth voiceprint identifier can have a unique color scheme. For example, the voiceprint identifier of a standard enemy target might be yellow or orange, while the fourth voiceprint identifier of a team-tracked target might be red or purple to make it more visually prominent. Furthermore, the fourth voiceprint identifier can also be given dynamic effects. For example, the voiceprint identifier of a team-tracked target could have a pulsating, flashing, or halo effect to enhance its visual prominence on the circular vernier scale and facilitate quick identification by the player. Furthermore, the fourth voiceprint identifier can also be displayed differently by varying its size. For example, the fourth voiceprint identifier of a team-tracked target could be larger than that of a standard enemy target, allowing players to easily identify the target of their team's primary focus.

[0122] In an optional embodiment, when there is a team tracking target, if the terminal device corresponding to the first character detects a sound signal related to the team tracking target, it can automatically trigger the sharing of the location information corresponding to the team tracking target to all second characters in the game team, and generate a fifth voiceprint identifier matching the location information of the team tracking target on the circular vernier displayed on the terminal devices corresponding to all second characters. In other words, since the enemy target has been pre-marked as a target of concern to the entire team, as soon as any team member detects the target's sound signal, the location information will be shared on the terminal devices of all team members, so that all team members can find the real-time location of the team tracking target.

[0123] Through the above steps, this disclosure achieves information coordination and tactical unity among team members. When multiple teammates simultaneously mark the same enemy target, it can intelligently identify the team's common focus and automatically set it as the team's tracking target. This mechanism not only improves the team's tactical coordination efficiency, but also enables all team members to quickly identify the team's priority threats through the differentiated display of the fourth voiceprint identifier, thereby achieving more organized and targeted team cooperation.

[0124] In an optional embodiment, the information prompt method in the game provided by the present disclosure may further include the following steps:

[0125] When the enemy target remains near the player character for a period exceeding a preset time, in response to a third operation on the second voiceprint identifier, other sound signals near the first character are blocked, so that only the voiceprint identifier corresponding to the sound signal generated by the enemy target is displayed on the circular vernier. Furthermore, in response to the enemy target moving away from the first character or being eliminated, blocking of other sound signals near the first character is canceled. The third operation may be a sliding operation on the second voiceprint identifier, such as sliding upward from the second voiceprint identifier.

[0126] In an optional embodiment, the information prompt method in the game provided by the present disclosure may also include the following steps: in response to the enemy target continuously moving near the first character, marking the movement trajectory of the enemy target on the circular vernier according to the continuous change of the enemy target position.

[0127] In an optional embodiment, the information prompt method in the game provided by the present disclosure may also include the following steps: in response to the fourth operation on the second voiceprint identification, displaying tactical instruction options for enemy targets; in response to the selection operation of the tactical instruction option, sending a shortcut signal to execute the selected tactical instruction to the second character in the same camp as the first character.

[0128] The fourth operation is a specific interactive action performed by the user on the second voiceprint identifier.

[0129] In an optional embodiment, the fourth operation may be a specific gesture operation for the second voiceprint identifier. For example, the user may perform an upward swipe gesture on the second voiceprint identifier, i.e., starting from the position of the second voiceprint identifier on the touch screen, swipe upward a certain distance. The system will recognize this gesture and trigger the corresponding function.

[0130] In an optional embodiment, the fourth operation can be a specific click method on the second voiceprint identifier. For example, the user can right-click the second voiceprint identifier, or perform a long press operation on a mobile device. After the system detects such a specific click method, it will be recognized as the fourth operation and trigger the corresponding function.

[0131] In an optional embodiment, the fourth operation can form a differentiated interactive system with other operations. For example, a single click on the second voiceprint identifier may trigger the first operation of locking onto an enemy target, a double click may trigger the second operation of sharing the enemy target's location, a long press may trigger the third operation of tracking mode, and an upward swipe is defined as triggering the fourth operation of the tactical command menu, forming a complete interactive system.

[0132] Among them, the tactical instruction option is a team tactical action instruction preset in the game for players to choose from.

[0133] In an optional embodiment, the tactical command options may include various types of tactical actions against enemy targets. For example, the "Focus Fire" command option suggests that teammates attack the enemy target together; the "Alert" command option reminds teammates to pay attention to the enemy target but not to engage in active fire; and the "Evacuate" command option suggests that teammates move away from the area where the enemy target is located.

[0134] In an alternative embodiment, tactical command options can be presented in a visually differentiated manner to facilitate quick identification and selection by players. For example, the "Focus Fire" command option can use a red icon with an offensive weapon graphic; the "Alert" command option can use a yellow icon with a binocular graphic; and the "Evacuate" command option can use a blue icon with an arrow graphic. This differentiated design of color and graphics improves user operation efficiency.

[0135] The selection operation is an interactive operation in which the user selects a displayed tactical instruction option.

[0136] In an optional embodiment, the selection operation can be a touch operation of directly clicking the desired tactical instruction icon. For example, when the tactical instruction options are displayed in a menu list, the user can select the tactical instruction option by clicking the corresponding instruction icon.

[0137] Among them, quick signals are a simplified communication method used in games to efficiently transmit tactical command information.

[0138] In an optional embodiment, the shortcut signal can trigger different auxiliary functions of the receiving party's gaming system based on the different types of tactical command options. For example, when the player selects the "focus fire" tactical command option through the above selection operation, the shortcut signal "focus fire on enemy target xxx" corresponding to the "focus fire" tactical command option can be generated.

[0139] See also Figure 5 , showing a schematic diagram of the tactical command interface provided in an optional implementation of the present disclosure. As shown in the figure, when the player performs the fourth operation on the second voiceprint identifier displayed in the circular vernier, a tactical command list can be triggered to be displayed in the circular vernier. The tactical command list includes multiple tactical command options such as priority focus, alert, and crossfire. When the player selects the priority focus tactical command option, a quick signal can be sent to other team members on the same team as the first character, instructing them to focus fire on the enemy target corresponding to the second voiceprint identifier.

[0140] Through the above steps, the present disclosure realizes an efficient and intuitive tactical coordination mechanism, which enables players to quickly convey tactical intentions about enemy targets to teammates in an intense gaming environment without interrupting the gaming experience or conducting complex text communication, greatly improving the efficiency and fluency of team collaboration.

[0141] In an optional embodiment, the in-game information prompt method provided by the present disclosure may further include the following step: in response to a fifth operation on the second voiceprint identifier, controlling the shielding of the sound signal triggered by the enemy target for a preset time, so that the voiceprint identifier corresponding to the enemy target is no longer displayed on the circular vernier scale during the preset time. The fifth operation may be a sliding operation on the second voiceprint identifier, such as a downward sliding operation from the second voiceprint identifier.

[0142] In an optional embodiment, the information prompt method in the game provided by the present disclosure may further include the following steps: in response to no operation on the circular vernier ruler being detected within a specified time after the circular vernier ruler is displayed, controlling the circular vernier ruler to switch to a linear vernier ruler.

[0143] The designated time is a preset time length, which is used to determine whether there is any interactive operation on the circular cursor after it is displayed.

[0144] In an alternative embodiment, the designated time can be a pre-set interval based on the game type and game tempo. For example, in a fast-paced shooting game, the designated time can be set to 3 seconds. If the player does not perform any operation on the circular vernier within 3 seconds, the automatic switching mechanism is triggered.

[0145] In an alternative embodiment, the designated time can be dynamically adjusted based on player habits and user experience. For example, the system can record players' historical operating habits and set a shorter designated time, such as 2 seconds, for faster players, and a longer designated time, such as 5 seconds, for slower players, to accommodate different players' operating rhythms.

[0146] In an optional embodiment, the designated time can be dynamically adjusted based on the current combat situation in the game. For example, if the number of enemy targets in the game scene increases or the combat intensity increases, the designated time can be extended to 8 seconds to allow players more time to observe and analyze the battlefield situation; while in calmer game phases, the designated time can be shortened to 2 seconds to maintain a simple interface.

[0147] The fact that no operation on the circular vernier is detected is a state where it is determined that the player has not performed any interactive behavior on the circular vernier within a specified time.

[0148] In an optional embodiment, no operation on the circular vernier scale may be detected, which means that the player has not performed any interactive operation such as clicking, sliding, or long pressing on any voiceprint icon on the circular vernier scale. For example, if the player does not click any voiceprint icon, or perform any long pressing or sliding operation within 4 seconds after the circular vernier scale appears, it is determined that no operation was detected.

[0149] Among them, controlling the switching of the annular vernier ruler to the linear vernier ruler is a process of automatically changing the annular display mode to the linear display mode.

[0150] In an alternative embodiment, the switching of the circular vernier to the linear vernier can be achieved through a smooth animated transition to ensure a continuous visual experience. For example, the circular vernier can first slowly shrink to a point and then expand to a linear vernier, the entire process lasting approximately 0.5 seconds, giving the player clear visual feedback without causing any abruptness.

[0151] In an optional embodiment, the process of switching from a circular vernier scale to a linear vernier scale can retain the original voiceprint identification information and map it to the linear vernier scale. For example, the soundprint identification of an enemy footstep at a 45-degree southeast angle on the circular vernier scale will be mapped to the corresponding southeast position on the linear vernier scale after switching to the linear vernier scale, ensuring the coherence and consistency of the information.

[0152] Through the above steps, the present disclosure realizes the intelligent switching of interface elements, automatically simplifying the interface when the player does not need detailed position information, which not only ensures the simplicity of the game interface, but also reduces the obstruction of the player's field of view. When the player does not perform any related operations for a period of time after activating the circular vernier, it is determined that the player may no longer need detailed circular position instructions, so the circular vernier is automatically retracted and switched back to the linear vernier that takes up less screen space. This adaptive interface adjustment mechanism allows players to obtain detailed position information when needed, and enjoy a wider game field of view when not needed, greatly improving the comfort of game operation and the ability to control the battlefield situation.

[0153] The following is an example of how the above steps of the present disclosure are applied to a specific game:

[0154] In a shooting game, the player controls a special forces character who must perform missions and engage enemy forces in a vast combat zone. The game employs the information prompt method proposed in this disclosure to enhance the player's perception of the battlefield environment.

[0155] As the player's character sneaks through the ruins of a city, a horizontal linear ruler appears at the top of the game interface, marking the four compass points: east, south, west, and north. Suddenly, the sounds of an enemy patrol chatting and footsteps arrive from the northeast. The system detects these sounds and automatically generates a first voiceprint marker, a footstep pattern, at the corresponding position on the linear ruler (i.e., the northeast direction), which flashes slightly to alert the player.

[0156] After noticing this sound prompt, the player clicked the first voiceprint icon on the linear vernier. In response to this click, the linear vernier in the game interface immediately transformed into a circular vernier, appearing in the center of the screen. This circular vernier is designed as a complete circle, marked with the four compass points of east, south, west, and north, and the angle scales between them. In the center of the circular vernier, a blue arrow-shaped first icon is displayed, indicating the current direction of the player character.

[0157] To the northeast of the circular vernier scale, three red secondary voiceprint markers, shaped like human silhouettes, clearly appear, indicating that an enemy soldier has been detected. Two of these markers are larger and darker, indicating a closer distance (approximately 20 meters); the other is smaller and translucent, indicating a farther distance (approximately 50 meters). These secondary voiceprint markers also pulsate slightly, indicating that the enemy target is moving.

[0158] This intuitive approach allows players to immediately grasp key tactical information: three enemy soldiers are located to the northeast, two of whom are close and could pose a direct threat, while one is farther away. Based on this information, players can quickly formulate a response strategy—for example, choosing to bypass the patrol or find favorable terrain to set up an ambush.

[0159] When in multiplayer squad mode, players can double-click a second voiceprint marker on the circular vernier to share the location of the enemy target with their teammates. At this time, the circular vernier will automatically activate on the teammates' game interface, highlighting the marked enemy target and marking the identity of the teammate who initiated the marking. This allows the entire squad to focus on the same target together and achieve tactical coordination.

[0160] When the battle situation is tense, such as when enemy targets appear in multiple directions simultaneously, the circular vernier can simultaneously display multiple secondary voiceprint identifiers in different directions, helping players quickly build a comprehensive understanding of the battlefield situation. If the player swipes up on a secondary voiceprint identifier, the sound prompt in that direction can be temporarily blocked, allowing the player to focus on dealing with more urgent threats.

[0161] In actual game experience, after the player finishes checking the circular vernier, if there is no further operation within 20 seconds, the circular vernier will automatically switch back to the linear vernier mode, reducing the occupation of the game field of view and maintaining the simplicity of the interface. However, when a new enemy target appears, the corresponding first voiceprint logo will immediately appear on the linear vernier to remind the player to pay attention.

[0162] Secondly, the present disclosure also provides an information prompt device in a game.

[0163] like Figure 6 FIG. 1 is a schematic diagram of the structure of the information prompt device in the game of the present disclosure. In an optional implementation, a terminal device provides a graphical user interface, which displays at least a portion of a game scene and a linear vernier ruler. The game scene includes a first character, and the linear vernier ruler is used to indicate the orientation information in the game scene. The information prompt device 100 in the game may include: a display module 101 and an identification module 102; wherein:

[0164] The display module 101 is configured to display a first voiceprint identifier on a linear vernier scale, wherein the first voiceprint identifier is configured to indicate an enemy target that triggers a sound signal near the first character;

[0165] The identification module 102 is used to switch the linear vernier scale to a circular vernier scale in response to a first operation on the first voiceprint identifier, and based on the relative position between the first character and the enemy target, identify a first identifier for indicating the position of the first character and a second voiceprint identifier corresponding to the position of the enemy target in the circular vernier scale.

[0166] Optionally, the first mark is set at the geometric center of the annular vernier scale, and the second voiceprint mark is set on the annular vernier scale.

[0167] Optionally, the enemy target includes a prop type and a character type. The identification module 102 is further configured to determine a display style corresponding to the second voiceprint identifier according to the type of the enemy target; and identify the second voiceprint identifier in the circular vernier scale using the display style.

[0168] Optionally, the identification module 102 is further configured to determine the size and transparency of the second voiceprint identification according to the distance between the enemy target and the first character, wherein the distance is positively correlated with the size and transparency; and identify the second voiceprint identification in the annular vernier scale using the size and transparency.

[0169] Optionally, the identification module 102 is further configured to offset the second voiceprint identifier on the circular vernier scale based on the height difference between the horizontal plane where the first character is located and the enemy target, so that the offset second voiceprint identifier is located below or above the circular vernier scale.

[0170] Optionally, the identification module 102 is also used to control the sharing of the location information of the enemy target corresponding to the second voiceprint identification to the second character in the game scene in response to the second operation on the second voiceprint identification, so as to display the corresponding circular vernier in the terminal device corresponding to the second character, and generate a third voiceprint identification matching the location information on the displayed circular vernier; wherein the second character is a game character in the same camp as the first character.

[0171] Optionally, the identification module 102 is further configured to share the role information corresponding to the first role with the second role, so that when the terminal device corresponding to the second role displays the third voiceprint identification, the role identification corresponding to the first role is associated and displayed.

[0172] Optionally, when receiving location information shared by multiple second characters, the identification module 102 is further used to control setting the enemy target as the team tracking target in response to the location information including multiple location information corresponding to the same enemy target; in response to detecting a sound signal triggered by the team tracking target, based on the relative position between the team tracking target and the first character, display a fourth voiceprint identifier corresponding to the sound signal on the circular vernier scale, and display the fourth voiceprint identifier differently so that the fourth voiceprint identifier is visually distinguishable from other voiceprint identifiers.

[0173] Optionally, the identification module 102 is further used to control the sharing of the location information corresponding to the team tracking target to all second characters, so as to generate a fifth voiceprint identification matching the location information of the team tracking target on the circular vernier displayed in the terminal devices corresponding to all second characters.

[0174] Optionally, when the enemy target continues to be near the player character for a period of time exceeding a preset period, the identification module 102 is also used to control the shielding of other sound signals near the first character in response to a third operation on the second voiceprint identification, so that only the voiceprint identification corresponding to the sound signal generated by the enemy target is displayed on the circular vernier scale.

[0175] Optionally, the identification module 102 is further configured to control the cancellation of shielding of other sound signals in the vicinity of the first character in response to the enemy target moving away from the first character or the enemy target being eliminated.

[0176] Optionally, the identification module 102 is further configured to, in response to the enemy target continuously moving near the first character, mark the movement trajectory of the enemy target on the circular vernier according to the continuous change of the position of the enemy target.

[0177] Optionally, the identification module 102 is also used to display tactical instruction options for enemy targets in response to a fourth operation on the second voiceprint identification; and in response to a selection operation on the tactical instruction option, send a quick signal to the second character in the same camp as the first character to execute the selected tactical instruction.

[0178] Optionally, the identification module 102 is further configured to, in response to a fifth operation on the second voiceprint identification, control shielding of the sound signal triggered by the enemy target within a preset time, so that the voiceprint identification corresponding to the enemy target is no longer displayed on the annular vernier scale within the preset time.

[0179] Optionally, the identification module 102 is further configured to control switching of the circular vernier scale to a linear vernier scale in response to no operation on the circular vernier scale being detected within a specified time after the circular vernier scale is displayed.

[0180] It should be noted that the above is only a brief description of the information prompt device 100 in the game provided by the present disclosure. The process steps executed and / or the functions implemented when the information prompt device 100 in the game provided by the present disclosure is working are generally consistent with the step processes and / or the functions implemented in each embodiment of the information prompt method in the game provided by the previous text disclosure, so they will not be described in detail here.

[0181] As described above, the in-game information prompt device provided by this disclosure allows players to quickly perceive the approximate position of enemy targets using a linear vernier. When more precise position information is needed, players can simply switch from the linear vernier to a circular vernier, visually viewing the enemy target's precise position relative to themselves, thereby improving players' spatial perception and tactical decision-making efficiency in the game. This interactive method not only optimizes the layout of the game interface and reduces player distraction, but also solves the technical problem of the difficulty of accurately locating enemy targets through sound effects alone through the visual expression of voiceprint identification, making the gaming experience smoother and more intuitive.

[0182] Then, the present disclosure also provides a terminal device.

[0183] like Figure 7 FIG2 is a schematic diagram of the hardware architecture of a terminal device provided by the present disclosure. In an optional implementation, the terminal device 200 provides a graphical user interface (GUI), which displays at least a portion of a game scene and a linear vernier ruler, wherein the game scene includes a first character, and the linear vernier ruler is used to indicate orientation information in the game scene.

[0184] The terminal device 200 includes a memory 201 and a processor 202. The memory 201 can be independent or integrated with the processor 202. When the memory 201 is independent, the terminal device 200 also includes a bus 203 for connecting the memory 201 and the processor 202. When the processor 202 executes the computer-executable instructions stored in the memory 201, it implements at least the following steps:

[0185] Displaying a first voiceprint identifier on the linear vernier, wherein the first voiceprint identifier is used to indicate an enemy target that triggers a sound signal near the first character;

[0186] In response to a first operation on the first voiceprint identifier, the linear vernier is switched to a circular vernier, and based on the relative position between the first character and the enemy target, a first identifier for indicating the position of the first character and a second voiceprint identifier corresponding to the position of the enemy target are identified in the circular vernier.

[0187] Optionally, the first mark is set at the geometric center of the annular vernier scale, and the second voiceprint mark is set on the annular vernier scale.

[0188] Optionally, the enemy target includes a prop type and a character type. When the processor 202 executes the computer execution instructions stored in the memory 201, it also implements the following steps: determining the display style corresponding to the second voiceprint identifier according to the type of the enemy target; and identifying the second voiceprint identifier in the circular vernier scale with the display style.

[0189] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it also implements the following steps: determining the identification size and transparency of the second voiceprint identification based on the distance between the enemy target and the first character, wherein the distance is positively correlated with the identification size and transparency; and identifying the second voiceprint identification in the circular vernier scale using the identification size and transparency.

[0190] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it also implements the following steps: based on the height difference between the horizontal plane where the first character is located and the enemy target, the second voiceprint identifier marked on the circular vernier scale is offset so that the offset second voiceprint identifier is located below or above the circular vernier scale.

[0191] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it also implements the following steps: in response to the second operation on the second voiceprint identifier, controlling the sharing of the position information of the enemy target corresponding to the second voiceprint identifier to the second character in the game scene, so as to display the corresponding circular vernier in the terminal device corresponding to the second character, and generating a third voiceprint identifier matching the position information on the displayed circular vernier; wherein the second character is a game character in the same camp as the first character.

[0192] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it also implements the following steps: sharing the role information corresponding to the first role with the second role, so that when the terminal device corresponding to the second role displays the third voiceprint identification, the role identification corresponding to the first role is associated and displayed.

[0193] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it also implements the following steps: when receiving location information shared by multiple second characters, in response to the location information including multiple copies of location information corresponding to the same enemy target, controlling the enemy target to be set as the team tracking target; in response to detecting a sound signal triggered by the team tracking target, based on the relative position between the team tracking target and the first character, displaying a fourth voiceprint identifier corresponding to the sound signal on the circular vernier scale, and displaying the fourth voiceprint identifier differently so that the fourth voiceprint identifier is visually distinguishable from other voiceprint identifiers.

[0194] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it also implements the following steps: controlling the sharing of the location information corresponding to the team tracking target to all second characters, so as to generate a fifth voiceprint identification that matches the location information of the team tracking target on the circular vernier displayed in the terminal devices corresponding to all second characters.

[0195] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it also implements the following steps: when the enemy target continues to be near the player character for a period exceeding a preset period, in response to a third operation on the second voiceprint identifier, control is performed to shield other sound signals near the first character, so that only the voiceprint identifier corresponding to the sound signal generated by the enemy target is displayed on the circular vernier scale.

[0196] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it further implements the following steps: in response to the enemy target moving away from the first character or the enemy target being eliminated, controlling the cancellation of shielding of other sound signals near the first character.

[0197] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it further implements the following steps: in response to the enemy target continuously moving near the first character, marking the movement trajectory of the enemy target on the circular vernier according to the continuous change of the enemy target's position.

[0198] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it also implements the following steps: in response to the fourth operation on the second voiceprint identification, displaying tactical instruction options for enemy targets; in response to the selection operation of the tactical instruction option, sending a shortcut signal to execute the selected tactical instruction to the second character in the same camp as the first character.

[0199] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it also implements the following steps: in response to the fifth operation on the second voiceprint identifier, controlling the shielding of the sound signal triggered by the enemy target within a preset time, so that the voiceprint identifier corresponding to the enemy target is no longer displayed on the annular vernier scale within the preset time.

[0200] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201 , the processor 202 further implements the following steps: in response to no operation on the circular vernier scale being detected within a specified time after the circular vernier scale is displayed, controlling the circular vernier scale to be switched to a linear vernier scale.

[0201] It should be noted that the above is only a brief description of the terminal device 200 provided by the present disclosure. The process steps executed and / or the functions implemented when the terminal device 200 provided by the present disclosure is working are generally consistent with the step processes and / or the functions implemented in each embodiment of the information prompt method in the game provided by the previous text disclosure, so they will not be described in detail here.

[0202] As described above, the terminal device provided by this disclosure enables players to quickly perceive the approximate position of enemy targets using a linear vernier. When more precise position information is needed, players can simply switch from the linear vernier to a circular vernier, visually viewing the enemy target's precise position relative to their own position, thereby improving the player's spatial perception and tactical decision-making efficiency in the game. This interactive method not only optimizes the layout of the game interface and reduces player distraction, but also solves the technical problem of the difficulty of accurately locating enemy targets through sound effects alone through the visual expression of voiceprint identification, making the gaming experience smoother and more intuitive.

[0203] Finally, the present disclosure also provides a computer-readable storage medium.

[0204] In an optional implementation, the computer-readable storage medium stores computer-executable instructions. When the processor executes the computer-executable instructions, at least the following steps are implemented:

[0205] Displaying a first voiceprint identifier on the linear vernier, wherein the first voiceprint identifier is used to indicate an enemy target that triggers a sound signal near the first character;

[0206] In response to a first operation on the first voiceprint identifier, the linear vernier is switched to a circular vernier, and based on the relative position between the first character and the enemy target, a first identifier for indicating the position of the first character and a second voiceprint identifier corresponding to the position of the enemy target are identified in the circular vernier.

[0207] Optionally, the first mark is set at the geometric center of the annular vernier scale, and the second voiceprint mark is set on the annular vernier scale.

[0208] Optionally, the enemy target includes a prop type and a character type. When the processor executes the computer execution instruction, it also implements the following steps: determining a display style corresponding to the second voiceprint identifier according to the type of the enemy target; and identifying the second voiceprint identifier in the circular vernier scale with the display style.

[0209] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: determining the identification size and transparency of the second voiceprint identification based on the distance between the enemy target and the first character, wherein the distance is positively correlated with the identification size and transparency; and identifying the second voiceprint identification in the annular vernier scale using the identification size and transparency.

[0210] Optionally, when the processor executes the computer execution instruction, it further implements the following steps: based on the height difference between the horizontal plane where the first character is located and the enemy target, the second voiceprint identifier marked on the circular vernier scale is offset so that the offset second voiceprint identifier is located below or above the circular vernier scale.

[0211] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: in response to the second operation on the second voiceprint identifier, controlling the sharing of the position information of the enemy target corresponding to the second voiceprint identifier to the second character in the game scene, so as to display the corresponding circular vernier in the terminal device corresponding to the second character, and generating a third voiceprint identifier matching the position information on the displayed circular vernier; wherein the second character is a game character in the same camp as the first character.

[0212] Optionally, when the processor executes the computer-executable instruction, it further implements the following steps: sharing the role information corresponding to the first role with the second role, so that when the terminal device corresponding to the second role displays the third voiceprint identification, the role identification corresponding to the first role is associated and displayed.

[0213] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: when receiving location information shared by multiple second characters, in response to the location information including multiple copies of location information corresponding to the same enemy target, controlling the enemy target to be set as the team tracking target; in response to detecting a sound signal triggered by the team tracking target, based on the relative position between the team tracking target and the first character, displaying a fourth voiceprint identifier corresponding to the sound signal on the circular vernier scale, and displaying the fourth voiceprint identifier differently so that the fourth voiceprint identifier is visually distinguishable from other voiceprint identifiers.

[0214] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: controlling the sharing of the location information corresponding to the team tracking target to all second characters, so as to generate a fifth voiceprint identification matching the location information of the team tracking target on the circular vernier displayed in the terminal devices corresponding to all second characters.

[0215] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: when the enemy target continues to be near the player character for a period of time exceeding a preset period, in response to a third operation on the second voiceprint identifier, control is performed to shield other sound signals near the first character, so that only the voiceprint identifier corresponding to the sound signal generated by the enemy target is displayed on the circular vernier scale.

[0216] Optionally, when the processor executes the computer-executable instructions, the processor further implements the following steps: in response to the enemy target moving away from the first character or the enemy target being eliminated, controlling the cancellation of shielding of other sound signals near the first character.

[0217] Optionally, when the processor executes the computer execution instruction, it further implements the following steps: in response to the enemy target continuously moving near the first character, marking the movement trajectory of the enemy target on the annular vernier according to the continuous change of the position of the enemy target.

[0218] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: in response to the fourth operation on the second voiceprint identification, displaying tactical instruction options for the enemy target; in response to the selection operation of the tactical instruction option, sending a shortcut signal to execute the selected tactical instruction to the second character in the same camp as the first character.

[0219] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: in response to the fifth operation on the second voiceprint identifier, controlling the shielding of the sound signal triggered by the enemy target within a preset time, so that the voiceprint identifier corresponding to the enemy target is no longer displayed on the annular vernier scale within the preset time.

[0220] Optionally, when the processor executes the computer-executable instruction, the processor further implements the following step: in response to no operation on the circular vernier scale being detected within a specified time after the circular vernier scale is displayed, controlling the circular vernier scale to be switched to a linear vernier scale.

[0221] It should be noted that the above is only a brief description of the computer-readable storage medium provided by the present disclosure. The process steps executed and / or the functions implemented when the computer-readable storage medium provided by the present disclosure is working are generally consistent with the step processes and / or the functions implemented in each embodiment of the information prompt method in the game provided by the previous text disclosure, so they will not be described in detail here.

[0222] As described above, the computer-readable storage medium provided by this disclosure enables players to quickly perceive the approximate position of enemy targets using a linear vernier. When more precise position information is needed, players can simply switch from the linear vernier to a circular vernier, visually viewing the enemy target's precise position relative to their own position. This improves players' spatial perception and tactical decision-making efficiency in the game. This interactive method not only optimizes the layout of the game interface and reduces player distraction, but also solves the technical problem of the difficulty of accurately locating enemy targets using sound effects alone through the visual expression of voiceprint identification, making the gaming experience smoother and more intuitive.

[0223] In the several embodiments provided in the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of the modules is merely a logical function division. In actual implementation, there may be other division methods, such as multiple modules 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 an indirect coupling or communication connection through some interface, device or module, which can be electrical, mechanical or other forms.

[0224] The integrated modules implemented in the form of software functional modules can be stored in a computer-readable storage medium. The software functional modules stored in a storage medium include instructions for causing a computer device (which can be a personal computer, server, or network device, etc.) or a processor to execute some of the steps of the methods described in various embodiments of the present disclosure.

[0225] It should be understood that the processor described above may be a central processing unit (CPU), other general-purpose processors, digital signal processors (DSP), or application-specific integrated circuits (ASICs). A general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the present invention may be directly executed by a hardware processor or by a combination of hardware and software modules within the processor.

[0226] The memory may include a high-speed RAM memory, and may also include non-volatile storage NVM, such as at least one disk memory, and may also be a USB flash drive, a mobile hard disk, a read-only memory, a magnetic disk or an optical disk.

[0227] A bus can be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, or an Extended Industry Standard Architecture (EISA) bus. Buses can be categorized as address buses, data buses, and control buses. For ease of illustration, the buses in the figures of this disclosure are not limited to just one bus or just one type of bus.

[0228] The storage medium may be implemented by any type of volatile or non-volatile memory device, or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk, or optical disk. The storage medium may be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0229] Those skilled in the art will appreciate that all or part of the steps in the above-described method embodiments can be implemented using hardware associated with program instructions. The aforementioned program can be stored in a computer-readable storage medium. When executed, the program performs the steps of the above-described method embodiments. The aforementioned storage medium includes various media capable of storing program code, such as ROM, RAM, magnetic disks, or optical disks.

[0230] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present disclosure, rather than to limit them. Although the present disclosure has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or replace some or all of the technical features therein with equivalents. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present disclosure.

Claims

1. A method for prompting information in a game, characterized in that: A graphical user interface is provided via a terminal device, wherein the graphical user interface displays at least a portion of a game scene and a linear vernier ruler, wherein the game scene includes a first character controlled by the terminal device, and the linear vernier ruler is used to indicate position information in the game scene, and the method includes: Displaying a first voiceprint identifier on the linear vernier ruler, wherein the first voiceprint identifier is used to indicate an enemy target that triggers a sound signal near the first character; In response to a first operation on the first voiceprint identifier, the linear vernier is switched to a circular vernier, and based on the relative position between the first character and the enemy target, a first identifier for indicating the position of the first character and a second voiceprint identifier corresponding to the position of the enemy target are identified in the circular vernier.

2. The method according to claim 1, characterized in that The first mark is set at the geometric center of the annular vernier scale, and the second voiceprint mark is set on the annular vernier scale.

3. The method according to claim 2, characterized in that The enemy target includes a prop type and a character type, and the step of marking a second voiceprint identifier in the annular vernier ruler includes: Determining a display style corresponding to the second voiceprint identifier according to the type of the enemy target; The second voiceprint identifier is marked on the annular vernier scale in the display style.

4. The method according to claim 2, characterized in that The step of marking a second voiceprint mark on the annular vernier scale further includes: Determining a size and transparency of the second voiceprint identifier based on a distance between the enemy target and the first character, wherein the distance is positively correlated with the size and transparency of the identifier; The second voiceprint mark is marked in the annular vernier scale with the mark size and transparency.

5. The method according to claim 2, characterized in that After the step of marking the second voiceprint identifier in the annular vernier based on the relative position between the first character and the enemy target, the method further includes: Based on the height difference between the horizontal plane where the first character is located and the enemy target, the second voiceprint identifier marked on the annular vernier scale is offset so that the offset second voiceprint identifier is located below or above the annular vernier scale.

6. The method according to any one of claims 1 to 5, characterized in that The method further comprises: In response to a second operation on the second voiceprint identifier, controlling the sharing of location information of an enemy target corresponding to the second voiceprint identifier to a second character in the game scene, so as to display a corresponding circular vernier ruler on a terminal device corresponding to the second character, and generating a third voiceprint identifier matching the location information on the displayed circular vernier ruler; The second character is a game character in the same camp as the first character.

7. The method according to claim 6, characterized in that The method further comprises: The role information corresponding to the first role is shared with the second role, so that when the terminal device corresponding to the second role displays the third voiceprint identifier, the role identifier corresponding to the first role is associated and displayed.

8. The method according to claim 7, characterized in that The method further comprises: Upon receiving position information shared by a plurality of second characters, in response to the position information including a plurality of pieces of position information corresponding to the same enemy target, controlling setting the enemy target as a team tracking target; In response to detecting the sound signal triggered by the team tracking target, a fourth voiceprint identifier corresponding to the sound signal is displayed on the annular vernier scale based on the relative position between the team tracking target and the first character, and the fourth voiceprint identifier is displayed differently so that the fourth voiceprint identifier is visually distinguishable from other voiceprint identifiers.

9. The method according to claim 8, characterized in that The method further comprises: Controlling the sharing of the position information corresponding to the team tracking target to all second characters, so as to generate a fifth voiceprint identification matching the position information of the team tracking target on the circular vernier displayed in the terminal devices corresponding to all second characters.

10. The method according to any one of claims 1 to 5, characterized in that When the enemy target continues to be near the player character for a period exceeding a preset period, the method further includes: In response to a third operation on the second voiceprint identifier, other sound signals near the first character are shielded so that only the voiceprint identifier corresponding to the sound signal generated by the enemy target is displayed on the annular vernier scale.

11. The method according to claim 10, characterized in that The method further comprises: In response to the enemy target moving away from the first character or the enemy target being eliminated, control is performed to cancel muting of other sound signals in the vicinity of the first character.

12. The method according to any one of claims 1 to 5, characterized in that The method further comprises: In response to the enemy target continuously moving near the first character, a movement trajectory of the enemy target is marked on the annular vernier scale according to the continuous change of the position of the enemy target.

13. The method according to any one of claims 1 to 5, characterized in that The method further comprises: In response to a fourth operation on the second voiceprint identifier, displaying tactical instruction options for the enemy target; In response to a selection operation on the tactical instruction option, a shortcut signal for executing the selected tactical instruction is sent to a second character in the same camp as the first character.

14. The method according to any one of claims 1 to 5, characterized in that The method further comprises: In response to a fifth operation on the second voiceprint identifier, the sound signal triggered by the enemy target is shielded within a preset time, so that the voiceprint identifier corresponding to the enemy target is no longer displayed on the annular vernier scale within the preset time.

15. The method according to any one of claims 1 to 5, characterized in that The method further comprises: In response to no operation on the circular vernier scale being detected within a specified time after the circular vernier scale is displayed, control is performed to switch the circular vernier scale to the linear vernier scale.

16. An information prompt device in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene and a linear vernier ruler, wherein the game scene includes a first character, and the linear vernier ruler is used to indicate position information in the game scene, wherein the apparatus comprises: a display module configured to display a first voiceprint identifier on the linear vernier ruler, wherein the first voiceprint identifier is used to indicate an enemy target that triggers a sound signal near the first character; an identification module for switching the linear vernier scale to a circular vernier scale in response to a first operation on the first voiceprint identifier, and identifying, in the circular vernier scale, a first identifier for indicating the position of the first character and a second voiceprint identifier corresponding to the position of the enemy target based on the relative position between the first character and the enemy target.

17. A terminal device comprising a processor and a memory, wherein the memory stores a computer program, wherein: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 15 are implemented.

18. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 15 are implemented.