Mark control method and device, electronic equipment and storage medium
By automatically adjusting the global perspective to place the markers in a multiplayer collaboration game, the problem of players needing to adjust the camera multiple times is solved, and the accurate and rapid placement of markers is achieved, improving interactive experience and resource utilization efficiency.
Patent Information
- Application Number
- CN202510680044.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-23
- Publication Date
- 2025-08-19
AI Technical Summary
In multiplayer collaboration games, players need to adjust the camera multiple times to accurately place the mark, resulting in cumbersome operation, occupying equipment resources, and the marking function cannot fully exert its tactical guidance value.
The terminal provides a graphical user interface, responds to the selection operation of the marking control, automatically adjusts the display view angle of the virtual scene to a global view, and confirms the marking position from the global viewing angle, restores the original viewing angle, and simplifies the marking placement process.
It improves the accuracy and operational convenience of marking position selection, enhances team communication efficiency, optimizes system resource utilization, and enriches the game's tactical communication methods.
Smart Images

Figure CN120502092A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a marking control method, device, electronic device, and storage medium. Background Art
[0002] In multiplayer collaborative games, players often need to place markers for tactical coordination and information exchange to achieve efficient teamwork and strategic execution. In related technologies, players often need to adjust the camera or even move their characters to place the markers in the desired locations. This results in cumbersome user operations, requiring multiple adjustments to accurately place the markers, resulting in a monotonous gameplay experience. The marker function cannot fully realize its tactical guidance value. Furthermore, repeated camera adjustments consume device storage space and server resources. Summary of the Invention
[0003] The purpose of the present disclosure is to provide a marking control method, device, electronic device and storage medium, so as to improve the accuracy and operation convenience of marking position selection through viewing angle adjustment.
[0004] In a first aspect, the present disclosure provides a marking control method, which provides a graphical user interface through a terminal, and the content displayed by the graphical user interface includes at least part of a virtual scene; the method includes: selecting a target marking control in response to a selection operation of a marking control; adjusting the display perspective of the virtual scene to a global perspective in response to a selection trigger instruction of a marking position; under the global perspective, displaying the target marking control at the target position in the virtual scene in response to a selection confirmation instruction for the target position; and restoring the display perspective of the virtual scene.
[0005] In a second aspect, the present disclosure provides a marking control device, which provides a graphical user interface through a terminal, and the content displayed by the graphical user interface includes at least part of a virtual scene. The device includes: a selection module, which is used to select a target marking control in response to a selection operation of the marking control; an adjustment module, which is used to adjust the display perspective of the virtual scene to a global perspective in response to a selection trigger instruction of a marking position; a marking module, which displays a target marking control at the target position in the virtual scene under a global perspective in response to a selection confirmation instruction for the target position in the virtual scene; and a recovery module, which is used to restore the display perspective of the virtual scene.
[0006] In a third aspect, the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to perform the steps in any one of the marking control methods described above.
[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the steps in any one of the marking control methods described above.
[0008] The present disclosure provides a marking control method, device, electronic device and storage medium, the method comprising: selecting a target marking control in response to a selection operation of a marking control; adjusting the display perspective of the virtual scene to a global perspective in response to a selection trigger instruction for a marking position; displaying the target marking control at the target position in the virtual scene under the global perspective in response to a selection confirmation instruction for the target position in the virtual scene; and restoring the display perspective of the virtual scene. The method provided by this embodiment enables players to automatically switch to a global perspective when placing a mark, greatly improving the interactive experience, allowing players to accurately and quickly place marks at any position without manually adjusting the lens, and significantly reducing the number of operation steps; at the same time, the improvement of the marking function enriches the means of tactical communication in the game, improves the richness of the game, and especially enhances the efficiency of team cooperation in multiplayer collaborative scenarios; in addition, the automated perspective adjustment process optimizes the utilization of system resources, reduces the computational redundancy caused by repeated manual lens adjustment, and effectively solves the problems of interactive efficiency and resource utilization in the computer field. BRIEF DESCRIPTION OF THE DRAWINGS
[0009] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0010] Figure 1 A flowchart of a marking control method provided in an embodiment of the present disclosure; Figure 2 A schematic diagram of an application scenario of the marking control method provided in an embodiment of the present disclosure; Figure 3 A schematic diagram of another application scenario of the marking control method provided by an embodiment of the present disclosure; Figure 4 A schematic diagram of a marking control device provided in an embodiment of the present disclosure; Figure 5 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0011] The following will clearly and completely describe the technical solutions of the present disclosure in conjunction with the embodiments. Obviously, the embodiments described are only a part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making any creative efforts are within the scope of protection of the present disclosure.
[0012] This embodiment provides a marking control method, which provides a graphical user interface through a terminal device, and displays a game interface in the graphical user interface. The game interface includes a game scene screen and a user interface (UI interface). The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used to interact with the user and may include buttons, animations, text, sounds, windows, and other game design elements that directly or indirectly contact the user. In an optional embodiment, the interface elements in the user interface may include the following controls: (1) controls related to controlling characters, such as skill controls, movement controls, function controls, etc.; (2) controls for indicating information, which may also be called information indicators, such as direction indicators, character indicators, character strength indicators, item pickup points, or treasure chest location points; (3) information display controls, which may also be called information display areas, such as displaying basic character information (character name, occupation, health value, true energy value, etc.), character status information (such as whether unconscious, poisoned, etc.), or game information (such as the number of kills, game time, etc.); (4) game setting controls, such as system settings, stores, gold coins, etc. In addition, different games may display different controls in their user interfaces. Some games may also include a friend list control, which allows users to view information about added friends and perform operations such as chatting, visiting their homes, and deleting them. Other games may include quest-related controls, such as displaying the current quest list, including main and side quests. These controls can help users better manage and play the game.
[0013] In an optional embodiment, the game scene screen is a screen corresponding to the virtual scene displayed by the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also called player virtual characters), NPC characters (Non-Player Characters), AI (Artificial Intelligence) characters, etc. that execute game logic in the virtual scene. The game scene screen usually changes with the movement of the controlled virtual characters.
[0014] The virtual scene is the content displayed (or provided) when the game application is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and at least one element of vehicles; for example, for 2D or 2.5D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 2.5D multiplayer online tactical competitive games, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, routes, rivers, classrooms, tables and chairs, podiums and other elements.
[0015] The above-mentioned virtual objects refer to dynamic objects that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an animated character, etc. The virtual object is a character controlled by the player through an input device, or an AI character set in a virtual environment battle through training, or an NPC set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, which is not limited in the embodiments of the present disclosure. In one possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to fight with other virtual objects using skills, virtual props, etc. provided by the application.
[0016] The tag control method in one embodiment of the present disclosure can be executed on a terminal device or a server. The terminal device can be a local terminal device, such as a touch-sensitive device or a non-touch-sensitive device. When the tag control method is executed on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0017] In an optional embodiment, cloud games can be run under the cloud interaction system. Cloud games refer to a gaming method based on cloud computing. In the cloud game 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 mark control method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the terminal device for information processing is the cloud game server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game interface and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game interface.
[0018] In an optional embodiment, the terminal device may be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device may provide the game interface to the player in a variety of ways, for example, it may be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen being used to present the game interface, the game interface including the game scene screen, and the processor being used to run the game, generate the game interface, and control the display of the game interface on the display screen.
[0019] In this embodiment, a marking control method is provided. Figure 1 is a flow chart of a marking control method according to an embodiment of the present disclosure, such as Figure 1 As shown, the process includes the following steps: Step S110, in response to the selection operation of the mark control, selecting the target mark control; Step S120, in response to the selection trigger instruction of the mark position, adjusting the display perspective of the virtual scene to a global perspective; Step S130 , in response to a selection confirmation instruction for a target position in the virtual scene, displaying a target mark control at the target position in the global perspective; Step S140: Restoring the display viewing angle of the virtual scene.
[0020] The method provided in this embodiment allows players to more conveniently place markers anywhere in a virtual scene, enhancing the interactive experience within the virtual scene. By automatically adjusting the viewing angle and precisely placing markers, this method enables efficient information transfer and location indication between players, enhancing the richness of the game.
[0021] The above steps are described in detail below.
[0022] In step S110 , in response to a selection operation of a mark control, a target mark control is selected; During application, a graphical user interface is provided through a terminal, and the content displayed by the graphical user interface includes at least a portion of the virtual scene.
[0023] Specifically, when the user performs a selection operation on the marking control on the graphical user interface of the terminal device, the system responds to the selection operation and selects the corresponding target marking control. The target marking control is the marking control affected by the selection operation, which will be used for subsequent marking operations in the virtual scene.
[0024] Among them, the marker control can be a graphic element used to identify a specific location or convey specific information in the virtual scene. The marker control usually has the function of providing a location indication or information prompt to the player in the virtual scene.
[0025] Secondly, a selection operation can be an action in which a user interacts with a specific element in a graphical user interface through a terminal device. The selection operation can be implemented by a click operation, a slide operation, a long press operation, and / or other operations. For example, a user can select a specific marker control on the interface by a click operation.
[0026] In an alternative embodiment, a marker control may be provided in a marker panel of a graphical user interface, and a user may select a desired marker control from among multiple marker controls by clicking or sliding. For example, in a multiplayer cooperative game instance, a user may select an "Attack" marker from a marker panel containing multiple markers such as "Assemble," "Attack," and "Retreat," thereby instructing teammates to attack a specific location.
[0027] In an alternative embodiment, the marker control can have different visual styles and colors to distinguish different types of marker functions, such as red may indicate a danger warning, while green may indicate a safe area. For example, in a tactical strategy game, a user may select a red exclamation point-shaped marker control to warn teammates of a dangerous area, or a green flag-shaped marker control to indicate a safe meeting point.
[0028] In an optional embodiment, a target marker control may provide visual feedback after being selected, such as being highlighted, having a flashing outline, or being slightly enlarged in size, to provide the user with clear selection feedback. For example, when a user selects the "Support" marker control on the game interface, the control may momentarily enlarge and produce a halo effect, indicating that the marker has been selected and is ready for use.
[0029] In one specific application, a user, while collaborating with teammates in a multiplayer online tactical shooter, needs to mark a location where an enemy ambush is located. The user first clicks on the marker panel on the side of the interface and selects a red warning marker. The system immediately responds to this selection by highlighting the warning marker control and displaying a thumbnail icon near the mouse pointer or finger contact, indicating that the marker has been selected and is ready to be placed at a certain location in the virtual scene.
[0030] In step S120 , in response to the selection trigger instruction of the mark position, the display perspective of the virtual scene is adjusted to a global perspective.
[0031] Specifically, when the system detects that the user has triggered the selection trigger instruction of the mark position, the system will automatically adjust the display perspective of the current virtual scene to a global perspective, allowing the user to view the virtual scene more comprehensively and facilitate quick selection of the mark position in the scene.
[0032] The mark position selection trigger instruction may be a system instruction issued by a user through a specific operation to start the mark position selection process. The mark position selection trigger instruction generally has the function of starting the mark placement process and changing the system viewing angle state.
[0033] Secondly, the global perspective can be a viewing mode that allows users to view the virtual scene from a wider and more comprehensive perspective. The global perspective usually allows users to obtain overall information about the virtual scene, facilitating position selection and spatial positioning.
[0034] In an optional embodiment, the selection trigger instruction can be triggered by long-pressing a selected marker control, dragging the marker control, or clicking a specific "marking mode" button. For example, after selecting a warning marker, the user can long-press the marker for 2 seconds. Once the system recognizes this long-press operation, it triggers the marker position selection process and switches to the global perspective mode.
[0035] In an optional embodiment, the global perspective switching process can use a smooth animation effect, such as a gradual camera rise and adjust the angle, rather than a sudden jump, to maintain a good user experience. For example, when the user drags a marker to place it, the game camera will smoothly transition from a third-person perspective to a bird's-eye view of the global perspective over a preset time (e.g., 0.5 seconds) to avoid visual abruptness.
[0036] In an alternative embodiment, the global perspective can be optimized based on the game type or characteristics of the virtual environment. For example, in an open-world game, a larger map might be displayed, while in an indoor environment, the global perspective might focus on the entire room or building. For example, in an urban planning simulation game, the global perspective might display a bird's-eye view of the entire city area, while in an indoor puzzle game, the global perspective might only display a top-down view of the current room.
[0037] In one specific application, a user selected the "Assemble" marker in a multiplayer online tactical game, long-pressed it, and began dragging. The system immediately responded to this action, smoothly transitioning the game's perspective from the original third-person follow-through perspective to a bird's-eye view, allowing the user to see terrain, buildings, and landmarks within a 200-meter radius. The perspective switch was accompanied by a slight "whoosh" sound effect and visual feedback of the increased height, allowing the user to clearly perceive the change in perspective. From this global perspective, the locations of various buildings and terrain features are more clearly distinguishable, making it easier for the user to accurately select the location they want to mark.
[0038] In step S130 , in response to a selection confirmation instruction for a target position in the virtual scene, a target mark control is displayed at the target position in the global perspective.
[0039] Specifically, when the system has switched to the global perspective, when the user determines the target location where the mark is to be placed and triggers the selection confirmation instruction, the system will display the previously selected target mark control at the target location.
[0040] The target location can be a specific coordinate point or area where the user wants to place a marker in the virtual scene. The target location usually has the function of indicating a specific location, guiding other users' attention, or serving as a navigation reference point.
[0041] Secondly, the selection confirmation instruction can be a system instruction issued by the user through a specific operation to determine the final placement position of the mark. The selection confirmation instruction usually has the function of ending the selection process and generating a mark at the specified position.
[0042] In an optional embodiment, the selection confirmation instruction can be triggered by clicking a specific location in the virtual scene, releasing a previously held marker control, or clicking a "Confirm" button. For example, in the global perspective, the user can directly click the top of a hill. The system recognizes this click action and generates and displays the previously selected warning marker at that location.
[0043] In an optional embodiment, the marker display process can be accompanied by animation effects, such as the marker falling from the air, expanding, or flashing, to enhance visual feedback and make other users more easily notice the newly placed marker. For example, when a user confirms the placement of a "Support" marker at a certain location, the marker may fall from above and create a diffuse halo effect when it touches the ground, attracting the attention of teammates.
[0044] In an optional embodiment, depending on the type and importance of the marker, the system can add different prompt effects when the marker is displayed, such as sound prompts, screen prompts, or vibration feedback, to ensure that other users can promptly notice important markers. For example, when placing an "Emergency SOS" marker, the system may sound an alarm for all teammates and display a flashing red dot on their mini-maps to ensure that this urgent information is promptly noticed.
[0045] In a specific application, in a team-based tactical shooter game, a user switches to the global view and spots an abandoned building where an enemy might be hiding. The user moves the mouse cursor over the building, and once the location is confirmed, clicks the left mouse button to confirm the selection. The system immediately generates a red warning marker at that location, accompanied by a red ripple effect that spreads outward, and the team voice automatically announces, "Enemy location detected." This marker is displayed simultaneously on the game screen and minimap for all teammates, allowing them to quickly identify the potential threat at that location.
[0046] In step S140 , the display viewing angle of the virtual scene is restored.
[0047] Specifically, after the placement of the marker is completed, the system will automatically restore the display perspective of the virtual scene from the global perspective to the previous state or the preset state, allowing the user to continue normal game operations and interactions.
[0048] Restoring the display perspective can be the process of switching the perspective of the virtual scene from a global view state back to a normal gaming state. Restoring the display perspective generally allows the user to return to a viewing state suitable for regular gaming operations, maintaining game fluidity and operational consistency.
[0049] In an optional embodiment, perspective restoration can utilize a smooth animation, gradually transitioning the camera from a high-angle, global perspective back to the perspective state before the marker operation, to avoid sudden perspective changes that can cause user discomfort. For example, after the marker is placed, the game camera smoothly lowers and rotates from a top-down perspective back to a third-person perspective over a preset time (e.g., 0.5 seconds), allowing the user to resume gameplay naturally.
[0050] In an alternative embodiment, perspective restoration can be intelligently adjusted based on the current game state, such as using a faster restoration speed in an urgent combat state and a smoother transition in exploration mode. For example, when an enemy is detected near the player, perspective restoration might be accelerated to 0.3 seconds, while in a peaceful area, a smoother transition might be achieved in 0.8 seconds.
[0051] In an optional embodiment, after the viewing angle is restored, the system may provide brief confirmation feedback, such as a "mark placed" prompt appearing in the corner of the screen, or a brief flashing of the mark position on the minimap, to help the user confirm the completion of the marking operation.
[0052] In one specific application, in an open-world multiplayer cooperative game, after a user successfully places a "resource point" marker in a resource-rich area, the system automatically and smoothly transitions the perspective from a bird's-eye view back to the previous third-person perspective. During this perspective transition, the previously placed marker is slightly enlarged within the scene before returning to normal size, with the text "Resource point marked" briefly displayed above it. Once the perspective is fully restored, the user can immediately control the character to continue moving or perform other actions, while the previously placed marker remains in the scene. Other teammates can see the marker in their game interface and move to that location.
[0053] like Figure 2 As shown, in a specific application of this embodiment, a graphical user interface 200 is provided by a terminal. The content displayed by the graphical user interface 200 includes at least a portion of a virtual scene, which can be a dungeon scene in a multiplayer online tactical game. During the current dungeon mission, a player needs to indicate a key location to a teammate. Therefore, the player can trigger a specific control to display a marker panel 210 in the middle area at the bottom of the graphical user interface 200. The marker panel 210 includes three types of marker controls: marker controls for team commands (such as a rally command), marker controls for target commands (such as a retreat command), and marker controls for landmark points.
[0054] like Figure 2 As shown, the player currently selects a landmark mark control numbered 1. When the player long presses the mark control and starts dragging, the game transitions the perspective from the third-person perspective to a bird's-eye view of the entire world, as shown in the following figure: Figure 3As shown, players can see a wider range of battlefield terrain, so they can select mark locations within a wider range. From this global perspective, the player drags the surface marker control labeled 1 to a specific location in the dungeon scene, and the system can display a prompt message in the graphical user interface "Place the marker after releasing." Therefore, the player releases his finger to confirm the location. The system immediately displays the marker control labeled 1 at that location and automatically and smoothly restores the perspective to the previous game perspective, that is, the game perspective corresponding to 2. After the marker is successfully placed, the landmark marker can be seen on the interface of all teammates, realizing efficient tactical information transmission, so that further actions can be taken based on the location, such as moving to that location for assembly.
[0055] In a marking control method provided in an embodiment of the present application, the method further includes: Step S150, in response to the selection trigger instruction of the mark position, shielding at least part of the interface elements in the graphical user interface; Step S160 , in response to the selection confirmation instruction for the target position in the virtual scene, restoring the display of the interface elements in the graphical user interface.
[0056] The method provided in this embodiment allows irrelevant elements on the interface to be temporarily blocked when a player performs a marking operation, avoiding visual interference during the operation and improving the accuracy and efficiency of mark placement. This technical approach not only optimizes the user's interactive experience of marking in the game, but also improves the accuracy of mark placement through a clear interface view.
[0057] The above scheme is described in detail below.
[0058] In step S150 , in response to the selection triggering instruction of the mark position, at least part of the interface elements in the graphical user interface are shielded.
[0059] Specifically, when a user generates a trigger instruction for selecting a mark location, the system will recognize the instruction and perform a corresponding shielding operation, temporarily hiding interface elements in the graphical user interface that may interfere with the marking operation, so that the user can focus more on selecting the mark location.
[0060] The Mark Location Selection trigger typically triggers the system into Mark Placement Mode and prepares it to receive a specific mark location specified by the user. For example, in a multiplayer raid, when the leader drags the "Meet" marker icon from the Mark Panel, the system immediately recognizes it as a Mark Location Selection trigger and simultaneously blocks the display of non-critical interface elements such as the damage value panel, quest tracking panel, minimap, and event announcements. The Mark Panel can also be retracted, allowing players to more clearly see the overall map and accurately select the team's gathering location.
[0061] Blocking at least some of the interface elements in the graphical user interface can be done by temporarily hiding or lowering the display status of specific elements in the game interface to reduce visual distraction. Blocking elements in the graphical user interface is often used to simplify the interface information that the user sees when performing specific operations, providing a more focused operating environment.
[0062] Secondly, shielding at least some of the interface elements in a graphical user interface usually has the effect of reducing visual interference, highlighting key operation areas, and improving the user's concentration on the current task.
[0063] In an alternative embodiment, shielding can be achieved by completely hiding specific interface elements, setting their transparency to 100%, rendering them completely invisible during the marking process. For example, after entering the mark location selection mode, the system completely hides non-critical information such as the chat window, quest tracker, and battle statistics, leaving only the necessary elements related to mark placement on the screen, providing the user with a pure marking environment.
[0064] In an alternative embodiment, shielding can be processed semi-transparently, making these elements less prominent but still recognizable. For example, when a player enters marking mode, skill icons and the mini-map become semi-transparent, but the player can still see cooldown status and teammate locations, allowing the player to mark their location while maintaining a basic understanding of the battlefield situation.
[0065] In an optional implementation, blocking can utilize a dynamic priority adjustment mechanism, intelligently determining which elements should be blocked and which should be retained based on the current operational context. For example, when placing a marker in a team tactical game, the system will retain tactical information such as teammate location indicators and area boundaries, while blocking non-urgent elements such as the store button and social system notifications, intelligently balancing information visibility with operational clarity.
[0066] In a specific application, in a multiplayer online tactical shooting game, the captain needs to mark the possible ambush location of the enemy. When he long presses the mark button to trigger the mark location selection command, the system immediately completely hides secondary information such as the ammunition counter, mission objectives, and player rankings, and adjusts the skill icons and teammate status bars to a semi-transparent state, leaving only the map outline and teammate location identifiers completely visible, providing the captain with a simple interface environment focused on tactical marking.
[0067] In step S160 , in response to a selection confirmation instruction for a target position in the virtual scene, the display of the interface elements in the graphical user interface is restored.
[0068] Specifically, when the user confirms the marked target location, the system receives a selection confirmation instruction and then restores the display of the previously blocked interface elements, returning the game interface to normal, and the user can continue with other game operations.
[0069] In one specific application, in a team-based MMORPG game, the team leader needs to mark key locations before a dungeon battle. When the team leader drags the "Attention" marker to the boss spawn point and releases his finger, the system immediately identifies the location as the mark placement point, displays a prominent "Attention" marker icon at the location, and simultaneously restores previously obscured interface elements such as the skill bar, team health bar, and minimap. Team members can clearly see the marked location and adjust their positions accordingly.
[0070] Restoring the display of interface elements in the graphical user interface can include resetting previously blocked game interface elements to a visible state. Restoring the display of interface elements is typically used to restore the game interface to a normal state after a specific operation is completed, allowing the user to continue using the full game functionality.
[0071] Secondly, restoring the display of interface elements in the graphical user interface usually has the effect of providing access to complete game functions, restoring the user's normal gaming experience, and marking the end of a special operating mode.
[0072] In an optional implementation, restoration can be performed instantly, restoring all blocked UI elements simultaneously upon confirmation of the mark. For example, when a player successfully places a "Danger Zone" mark in a raid instance, the system immediately restores all blocked UI elements, including skill cooldown indicators, the team status panel, and the chat window, allowing the player to immediately return to normal gameplay.
[0073] In an optional implementation, restoration can utilize a progressive restoration mechanism, restoring different interface elements sequentially according to a preset priority order, restoring important combat and navigation elements first, followed by less important functional elements. For example, after placing a tactical marker on a large battlefield, the system first restores the minimap and skill bar (e.g., within 0.2 seconds), then the team status (e.g., within 0.5 seconds), and finally the chat window and social buttons (e.g., within 1 second). This progressive restoration avoids the visual impact of sudden interface changes.
[0074] In an optional implementation, restoration can dynamically adjust the displayed content based on the current game state, restoring not only the original elements but also displaying new relevant information based on the game state after the mark. For example, in a strategy game, when a commander places an "attack" mark, the system will not only restore the normal interface elements but also display additional information related to the marked location, such as enemy counts in the area, terrain advantage analysis, and other auxiliary information, providing more support for subsequent tactical execution.
[0075] like Figure 2 and Figure 3 As shown, in a specific application of this embodiment, when the player drags the landmark mark point labeled 1 from the mark panel to the game scene, most of the original UI elements on the graphical user interface 200 are hidden, only the health bar, name and other information of the virtual character are retained, and the necessary UI information required for the mark is added, such as the operation reminder message "Place the mark after letting go".
[0076] In a marking control method provided in an embodiment of the present application, a selection trigger instruction is generated based on a drag operation on a target marking control; the method further includes: Step S170 , responding to a drag operation on the target marker control, controlling the target marker control to move.
[0077] The method provided in this embodiment allows players to control the movement of marker controls through intuitive dragging operations, achieving a more natural and smooth interactive experience. Markers can be placed quickly and accurately during the game, improving the game's operational convenience and user experience, while solving the problem of cumbersome and unintuitive computer interaction problems with traditional marker operations.
[0078] The above scheme is described in detail below.
[0079] It should be noted that the control of the movement of the target mark control mentioned here may refer to the control of the movement of the thumbnail icon of the target mark control, that is, when the player triggers the target mark control in the mark panel, the thumbnail icon of the target mark control is generated at the trigger position, so that the thumbnail icon moves with the finger or mouse.
[0080] Regarding the generation of the selection trigger instruction based on the drag operation on the target marker control: Specifically, when the user needs to mark a virtual scene, he or she can trigger the selection of the mark position by dragging the target mark control, and the system will generate a selection trigger instruction based on this dragging operation.
[0081] The dragging operation can be a continuous movement operation of a target marker control by a user on a touch screen. The dragging operation is a common touch interaction method that can achieve intuitive control and operation of virtual objects.
[0082] Secondly, the drag operation usually has the function of triggering a system response, which can realize the selection and movement control of the target marker control.
[0083] In an optional embodiment, the dragging operation can be achieved by pressing and holding the target marker control on the touch screen and moving it. For example, the user can long-press the marker control icon on the game interface, and then move the finger on the screen while maintaining the pressure. After the system recognizes this continuous press-and-move operation, it will generate a corresponding selection trigger instruction, thereby entering the marker placement mode.
[0084] In an optional embodiment, a trigger threshold can be set for the drag operation. A selection trigger instruction is triggered only when the user's dragging distance or duration exceeds the preset threshold. For example, the user needs to drag the marker control at least 10 pixels, or continue dragging for at least 0.5 seconds, before the system adjusts the virtual scene's display perspective to the global perspective. This can prevent frequent perspective switching caused by user error.
[0085] Specifically, after the system detects the user's dragging operation on the target marker control, it will update the position of the marker control on the screen in real time so that it moves with the user's finger.
[0086] Controlling the movement of the target marker control may be to adjust the coordinate position of the marker control on the screen in real time according to the dragging trajectory of the user. Controlling the movement of the target marker control is a real-time feedback mechanism that allows the user to intuitively perceive the current position of the marker.
[0087] In an optional embodiment, controlling the movement of the target marker control may include calculating the relative positional relationship between the touch point and the marker control in real time, and maintaining this relative relationship during the movement. For example, when the user begins to drag the marker control, the system will record the initial offset between the user's touch point and the center point of the marker control. During subsequent movements, the marker control will always maintain this offset, ensuring that the user can accurately see the actual placement of the marker without being obscured by the finger.
[0088] In an optional embodiment, controlling the movement of a target marker control may also include a position constraint mechanism that restricts the marker control to movement within a valid area. For example, in a game, a marker control may only be placed within an explorable map area. If a user attempts to drag a marker outside the map boundaries or into an unreachable area, the system will automatically restrict the marker control to the valid area or provide a visual cue indicating that the marker cannot be placed at the current location.
[0089] In a specific application, when a player needs to mark the enemy's position in a team battle, he can long press and drag the "enemy position" mark control. The mark control will follow the player's finger to move on the map in the global perspective and maintain a smooth animation effect during the movement. The player can clearly see where the mark will be placed. When it moves to the ideal position, release the finger to complete the mark placement.
[0090] In a marking control method provided by an embodiment of the present application, a selection confirmation instruction for a target position in the virtual scene is generated based on the completion of a drag operation at the target position.
[0091] The method provided in this embodiment enables players to complete marker placement through simple and intuitive dragging operations. When the player drags the marker to the target position and lets go, the system automatically confirms the marker placement position, eliminating additional confirmation steps and improving the interactive experience. At the same time, this confirmation mechanism based on the end of dragging provides players with a more natural marking operation method, reduces the complexity of operation, and improves the richness of the game. In addition, by using the method of confirmation upon the end of dragging, the system's interaction process is simplified, the processing burden of the computer system is reduced, and the problem of interactive efficiency of game marking systems in the computer field is solved.
[0092] Specifically, when a user drags a marker control, the system tracks the state of the drag operation, including its starting point, trajectory, and end point. When the user ends the drag operation (i.e., releases their finger or mouse button) at a certain location in the virtual scene, the system recognizes that location as the target location and automatically generates a selection confirmation instruction, thereby displaying the marker control at that location.
[0093] The drag operation can be a user dragging the target marker control through touch, mouse or other input devices. The drag operation is an interactive method for moving virtual objects on a graphical user interface.
[0094] Secondly, the drag operation usually tracks the user's continuous movement trajectory from the starting point to the end point and triggers a corresponding event at the end point.
[0095] In an alternative embodiment, the drag operation can be a touchscreen-based finger drag. The user can perform the drag operation by pressing and holding the target marker control on the touchscreen and moving their finger. For example, on a mobile phone or tablet, the user can tap the warning marker control on the screen with their finger and, while maintaining contact, drag it to an ambush position at the edge of the battlefield. When the user lifts their finger at that position, the system recognizes the drag operation as complete and automatically triggers a selection confirmation command to place the warning marker at that location.
[0096] In an optional embodiment, the dragging operation can be based on a click-and-drag operation with a mouse. The user can perform the dragging operation by holding down the left mouse button and moving the mouse. For example, in a PC game, the user can click the path marker control on the interface with the left mouse button, and while holding it down, move the mouse to a path on the map. When the user releases the left mouse button at that location, the system recognizes the end of the dragging operation and automatically triggers a selection confirmation command, placing the path marker at the path entrance, prompting teammates to proceed along that path.
[0097] In an optional embodiment, the dragging operation may include visual feedback effects. During the dragging process, the marker control may follow the cursor movement and may display a semi-transparent effect to indicate the current dragging status to the user. For example, when a player drags a command marker in a team dungeon, the marker will follow the player's finger or cursor in a semi-transparent state and display a dotted line from the starting point to the current position in the global perspective. When the player releases the finger or mouse button at the expected location of the boss, the system immediately confirms that location as the target location, fixes the command marker in the display, and sends a team notification at the same time.
[0098] In a marking control method provided in an embodiment of the present application, adjusting the display perspective of a virtual scene to a global perspective includes: Adjusting the perspective of the virtual camera to look down at the virtual scene; and / or Increase the field of view of the virtual camera to display a larger range of the virtual scene.
[0099] Through the method provided in this embodiment, by adjusting the perspective of the virtual scene to a bird's-eye view and expanding the field of view, players can obtain a more comprehensive overview of the scene, thereby placing markers more accurately and improving the interactive experience; at the same time, it enriches the perspective switching effect in the game, increases the layering of visual performance, and improves the richness of the game; in addition, through intelligent perspective adjustment, it solves the technical problem of limited field of view when placing markers in traditional games, thereby achieving the effect of optimizing user operations and information transmission in a computer game environment.
[0100] The above scheme is described in detail below.
[0101] About adjusting the perspective of the virtual camera to an angle of overlooking the virtual scene.
[0102] Specifically, adjusting the perspective of the virtual camera to an angle of overlooking the virtual scene means that after the user triggers the mark position selection instruction, the system automatically controls the angle parameters of the virtual camera, rotating the camera from the current perspective to a vertical downward or nearly vertical downward viewing angle, allowing players to browse the game scene from top to bottom, so as to more accurately select the placement position of the mark.
[0103] The virtual camera can be a virtual observation point used in the game engine to control the viewing angle. The virtual camera is an observation point in the virtual scene, and its position and direction determine the scene content that the player sees on the screen.
[0104] Secondly, the virtual camera usually controls the way and range of the user's observation of the virtual world. The parameter settings of the virtual camera directly affect the user's perception and interaction ability of the virtual scene.
[0105] In an optional embodiment, the virtual camera's viewing angle is adjusted to look down at the virtual scene, and the viewing angle can be dynamically adjusted based on the scene type. For example, in an open outdoor scene, the system may adjust the camera to a 70-80 degree viewing angle to maintain a certain sense of scene depth; while in indoor or complex terrain scenes, the system may use a near 90 degree viewing angle to avoid obstructions from buildings or terrain, ensuring that the player can accurately place a marker at any location.
[0106] In an optional embodiment, the virtual camera's viewing angle can be adjusted to a top-down perspective of the virtual scene, automatically optimizing the top-down perspective based on the characteristics of the player's current environment. For example, when the player is inside a multi-story building, the system will intelligently determine and adjust the viewing angle to an optimal top-down perspective that simultaneously displays the surrounding environment and vertical spatial hierarchy, such as 85 degrees. In key areas such as boss battles, the system may adopt a preset tactical top-down perspective angle, such as 60 degrees, to allow the player to more clearly mark enemy positions and movement paths.
[0107] In one specific application, players in a raid encounter need to mark enemy locations to alert teammates. When the player long-presses the mark button, the system instantly adjusts the virtual camera from a third-person perspective behind the player (approximately 30 degrees elevation) to a 75-degree bird's-eye view over a smooth 0.3-second transition. This allows the player to clearly see the entire battlefield layout, including distant areas that may be obscured by buildings. This perspective adjustment avoids the problem of accurate mark placement in traditional marking systems due to limited viewing angles, improving team collaboration efficiency.
[0108] About increasing the field of view of a virtual camera to display a larger range of virtual scenes.
[0109] Specifically, increasing the field of view of the virtual camera means that after the user triggers the mark position selection command, the system automatically increases the field of view (FOV) of the virtual camera or raises the height of the camera position, thereby displaying a larger area of the game scene on the screen, allowing players to see scene content at a farther distance, making it easier to select distant mark positions.
[0110] The virtual camera's field of view (FOV) refers to the range of scenes it can capture, typically determined by both the field of view angle and the camera's height. It refers to the size of the scene space the virtual camera can simultaneously display, similar to the wide-angle or zoom capabilities of a real-world camera.
[0111] Secondly, the virtual camera's field of view typically determines the size of the player's observable area, affecting the player's ability to obtain game information. A reasonable field of view setting can balance the needs of displaying scene details and obtaining global information.
[0112] In an optional embodiment, increasing the virtual camera's field of view can be achieved by dynamically adjusting the virtual camera's FOV value from a default FOV value (e.g., 60 degrees) to a larger value (e.g., 90 degrees), allowing the screen to present a wider field of view. For example, when a player triggers a marker position selection command, the system smoothly transitions the FOV value from the default 60 degrees to 85 degrees within 0.3 seconds, allowing the player to observe a wider range of the scene without changing the camera position, including areas that were originally outside the edge of the field of view, allowing the player to select a farther location to place a marker.
[0113] In an optional implementation, the virtual camera's field of view can be increased by raising the virtual camera's height, vertically raising it to a larger viewing area. For example, after triggering a marker position selection command, the system will smoothly raise the camera position from 5 meters to 50 meters from the character within 0.5 seconds, while maintaining a bird's-eye view. This allows the player to see the entire scene within a radius of approximately 200 meters centered on their character, allowing them to easily select any location to place a marker.
[0114] In an optional embodiment, increasing the virtual camera's field of view can be achieved by combining FOV adjustment and miniature mapping techniques, maximizing the visible area while maintaining scene legibility. For example, when Marking Mode is enabled, the system can moderately increase the FOV to 75 degrees while applying a 1:200 scale effect to the scene rendering. This allows the complex 3D scene to be presented in a simplified miniature form, preserving key terrain features, buildings, and paths while eliminating unnecessary details, thereby presenting the maximum possible scene information within the limited screen space.
[0115] In one specific application, players need to mark the ambush positions of distant enemies for their teammates in a large-scale multiplayer online battlefield. When the player selects the mark control and triggers the mark location selection command, the system immediately increases the FOV value from the default 65 degrees to 90 degrees, while raising the camera height from the original 10 meters to 100 meters and applying a 75-degree bird's-eye view. This combination of adjustments allows players to see the battlefield situation within a radius of 500 meters at a time, including terrain features such as distant mountains, rivers, and forests. Players can easily place warning marks in valleys where enemies may be ambushing without having to move the view or character position multiple times, greatly improving the efficiency and accuracy of battlefield information transmission.
[0116] In a marking control method provided in one embodiment of the present application, the interface elements include at least one of the following: a skill button, a virtual joystick, task information, a chat window, a backpack button, and a setting button.
[0117] The method provided in this embodiment enables shielding interface elements that may interfere with operations during the mark position selection process, thereby improving the user's interactive experience when placing marks, enhancing the efficiency of multi-person collaborative communication in the game, and enriching the interaction methods between players in the game, effectively solving the technical problem of mark operations in computer game interfaces being interfered with by other elements.
[0118] Specifically, interface elements refer to various functional controls or information areas displayed in the graphical user interface of a game or application. These elements are used to enable interactive operations between users and virtual scenes.
[0119] Interface elements are visual components within a graphical user interface (GUI) that assist users in interactive operations. They typically provide specific functions, information display, or operational control, providing users with operational entry points and information feedback within a virtual scene.
[0120] In a marking control method provided in an embodiment of the present application, restoring the display viewing angle of the virtual scene includes: Restoring the display viewing angle of the virtual scene to the viewing angle before responding to the selection trigger instruction; or The restored display viewing angle is determined according to preset rules.
[0121] Through the method provided in this embodiment, the system can intelligently restore the perspective display, and can return to the perspective state that the user is accustomed to before, or automatically adjust to the optimal perspective according to the needs of the game scene, thereby improving the interactive experience and allowing users to quickly return to the game state after completing the marking operation without manually adjusting the perspective. At the same time, the tactical collaboration function in the game is enhanced, allowing players to perform tactical marking and team communication more conveniently, improving the richness of the game, and effectively solving the technical problem of unsmooth perspective switching after the marking operation is completed in the field of computer games.
[0122] Specifically, after completing the marking operation, the system needs to restore the display perspective of the virtual scene. There are two ways to implement this restoration process: one is to restore the perspective to the state before the user performs the marking operation; the other is to determine the restored display perspective according to the system preset rules, and it is not necessary to return to the previous perspective state.
[0123] The virtual scene's display angle can be the perspective angle, position, and field of view of the virtual camera when rendering the game world. The virtual scene's display angle determines the field of view and viewing angle of the game content that the user sees on the screen.
[0124] Secondly, restoring the display perspective generally allows the user to continue playing the game normally after completing the marker placement operation. Restoring the display perspective allows the user to quickly return to the game state without having to manually adjust the perspective.
[0125] In an optional embodiment, restoring the display perspective of the virtual scene to the perspective before responding to the trigger instruction means that the system will record the user's perspective state before triggering the marking operation, including parameters such as perspective height, angle, and zoom ratio. After the marking operation is completed, these parameters will be restored to their original values, allowing the user to return to the game state before the marking operation was performed. For example, in a multiplayer online tactical game, when a user triggers a marking operation while observing the environment around their character in third-person perspective, the system will record the current third-person perspective parameters, including the distance between the camera and the character, the observation angle, etc. After the user completes the marking operation, the system will restore the perspective to the original third-person state, maintaining the same perspective parameters as before the marking operation.
[0126] In an optional embodiment, restoring the display perspective of the virtual scene to the perspective before responding to the selection trigger command also includes restoring visual parameters such as the field of view (FOV) and color processing effects. For example, in a tactical shooting game, the user may use a 90-degree FOV during regular gameplay. When the mark operation is triggered to switch to the global perspective, the system may increase the FOV to 120 degrees to display more scene information and may also add a slight vignetting effect to highlight the tactical nature of the global view. After the mark is placed, the system will restore these visual parameters to their original state, namely the 90-degree FOV and standard color processing, ensuring that the user can continue to play the game with the accustomed visual effects.
[0127] Determining the restored viewing angle based on preset rules can be a technical implementation of intelligently selecting the optimal viewing angle based on the current game state. Preset rules are a set of perspective restoration strategies pre-set by the system that determine the most appropriate viewing angle based on game type, player behavior, or game state.
[0128] Secondly, determining the restored viewing angle based on pre-set rules often optimizes the gaming experience and provides context-sensitive viewing angle adjustments. Pre-set rules can intelligently select the most favorable viewing angle for players to continue playing based on the game state, rather than necessarily returning to the previous viewing angle.
[0129] In an optional embodiment, the restored display perspective can be intelligently adjusted based on the current gameplay scenario, determined according to preset rules. For example, it can be restored to a tactical overhead perspective in combat scenarios, a third-person long-range perspective in exploration scenarios, and a character close-up perspective in dialogue scenarios. For example, in a role-playing game, if a player places a rally marker in a town, the system will automatically switch the perspective to a medium-distance third-person perspective based on preset rules after the marker is placed, making it easier to observe the surrounding environment and other players. If the player places an enemy marker in a combat scenario, the system will automatically switch the perspective to a close-up overhead perspective specifically for combat, making it easier to observe the battlefield situation.
[0130] In an optional embodiment, the restored display perspective may be determined based on preset rules, taking into account the content of the mark itself. For example, the restored perspective may be determined based on the mark type. For example, a warning mark may be switched to a perspective that allows the threat source to be seen, while a path mark may be switched to a perspective that allows the entire path to be seen. For example, when a player places a "construction area" indicator in a sandbox construction game, the system will automatically adjust the perspective to a 45-degree downward perspective and maintain an appropriate height, allowing the player to clearly see the marked construction area and the surrounding environment, making it easier to start construction work. When the player places an "enemy warning" mark, the system will adjust the perspective to a first-person or close-up third-person perspective facing the direction of the mark, allowing the player to immediately pay attention to potential threats.
[0131] In a marking control method provided in one embodiment of the present application, the method further includes: Step S180 : In the global perspective, in response to cancellation of the dragging operation, restoring the display perspective of the virtual scene.
[0132] Through the method provided in this embodiment, when the user cancels the mark placement operation in the global perspective, the system can respond intelligently and automatically restore to a perspective suitable for game operations without the need for manual adjustment by the user, thereby simplifying the operation process and improving the interactive experience.
[0133] Specifically, in the global perspective of the virtual scene, when the system detects that the user cancels the drag operation of the marker control, the system will automatically restore the display perspective of the virtual scene to its previous state so that the user can continue with normal game operations.
[0134] The cancellation of the drag operation can be the user's active termination of the ongoing drag operation. The cancellation of the drag operation usually interrupts the marker placement process and returns to the normal game state.
[0135] In an optional embodiment, a drag operation can be canceled by releasing the user's finger or mouse button at a non-target location. The system will detect this action and immediately determine that the drag operation has been canceled. For example, if a user realizes that they do not need to place a marker during the marker selection process, they can cancel the operation by releasing their finger in a blank area. The system will immediately respond and exit the marker placement mode.
[0136] In an optional embodiment, canceling the drag operation may include the user triggering a specific cancel button or performing a preset cancel gesture. For example, the user may click a "Cancel" button that appears on the interface during the drag operation, or perform a quick swipe gesture upward on the screen to cancel the current marker drag operation.
[0137] In an alternative embodiment, the cancellation of a drag operation may also include cancellation automatically triggered by abnormal conditions detected by the system, such as network interruption, game state change, or operation timeout. For example, if a player is dragging a marker and the game suddenly receives a notification that a battle has begun, the system will automatically cancel the current marker drag operation and restore the normal perspective so that the player can immediately return to the battle.
[0138] In a marking control method provided in an embodiment of the present application, in response to a selection operation of a marking control, selecting a target marking control includes: In response to a selection operation on a mark control in the mark panel, a target mark control is selected.
[0139] The method provided in this embodiment allows users to select the required tag controls from a specially designed tag panel in an intuitive interactive manner, which improves the interactive experience, enhances the usability of the tag function in the game, and simplifies the tag selection process.
[0140] Specifically, when the user needs to place a marker in a virtual scene, he can operate the marker panel on the graphical user interface and select the required marker control from it. After the system detects the user's selection operation, it marks the corresponding marker control as selected, preparing for the subsequent placement of the marker in the virtual scene.
[0141] The marker panel is an interactive area in the game interface specifically used to display and manage various marker controls. The marker panel usually presents various available marker controls in a graphical manner for users to select and use.
[0142] In an optional embodiment, a tag panel can be set in a fixed position on the game interface, such as at the top, bottom, or side of the interface, and the user can open the tag panel by clicking, tapping, etc. The tag panel can adopt a floating window, folding panel, or drawer design to ensure that it does not take up too much screen space when not in use, while being easy to call up and use when needed. For example, the user can click the tag button on the interface to open a tag panel that slides out from the right side of the screen, and the panel clearly displays different types of tag controls for selection.
[0143] In a marking control method provided in one embodiment of the present application, the marking control includes at least one of the following: a prompt mark, a warning mark, an instruction mark, and a path mark.
[0144] Through the method provided in this embodiment, a variety of marking controls can meet the marking needs in different scenarios, improve the communication efficiency between players, increase the diversity and practicality of the marking functions in the game, improve the interactive experience and enhance the richness of the game, and solve the computer field problem that the single marking system in traditional games cannot meet the needs of complex scenarios.
[0145] Among them, prompt markers can be used to provide informational prompts to other players. Prompt markers generally convey information and direct attention. In an optional embodiment, prompt markers can include resource prompt markers, prop prompt markers, NPC location prompt markers, etc., which are used to indicate the presence of important information or items at specific locations in the virtual scene.
[0146] Warning signs can be used to alert other players to danger or areas to avoid. Warning signs typically serve to warn of danger and prevent risks. Warning signs can include enemy warning signs, trap warning signs, and dangerous area warning signs, alerting players to potential threats.
[0147] Command tags are used to communicate operational instructions to teammates. They typically guide team actions and coordinate tactical coordination. These tags can include rally, attack, and retreat command tags, and are used to direct team members to perform specific actions.
[0148] Path markers are used to plan routes within a virtual world. They typically provide guidance and route planning. Path markers can be used to create a complete path by marking consecutive points. These markers can be used to indicate optimal routes, stealth routes to avoid patrolling enemies, or resource collection routes.
[0149] Based on the above method embodiment, the embodiment of the present disclosure further provides a marking control device, which provides a graphical user interface through a terminal, and the content displayed by the graphical user interface includes at least part of the virtual scene, see Figure 4 , the device includes the following modules: The selection module 401 is configured to select a target mark control in response to a selection operation of the mark control; An adjustment module 402 is configured to adjust the display perspective of the virtual scene to a global perspective in response to a selection trigger instruction of the mark position; The marking module 403 is configured to display a target marking control at a target position in response to a selection confirmation instruction for the target position in the virtual scene in a global perspective; The restoration module 404 is used to restore the display viewing angle of the virtual scene.
[0150] The device selects the target marker control in response to a marker control selection operation; in response to a marker position selection trigger instruction, adjusts the virtual scene's display perspective to a global perspective; in response to a selection confirmation instruction for the target position in the virtual scene, displays the target marker control at the target position in the global perspective; and restores the virtual scene's display perspective. The method provided in this embodiment enables players to automatically switch to a global perspective when placing a marker, greatly enhancing the interactive experience. Players can accurately and quickly place markers at any location without manually adjusting the camera, significantly reducing the number of operation steps. The improved marker function also enriches the means of tactical communication in the game, increasing the richness of the game, especially enhancing teamwork efficiency in multiplayer collaborative scenarios.
[0151] The marking control device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those in the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the embodiment of the marking control device, reference may be made to the corresponding contents in the aforementioned marking control method embodiment.
[0152] The term "and / or" herein simply describes an association relationship between associated objects, indicating that three relationships can exist. For example, "A and / or B" can represent the existence of A alone, the simultaneous existence of A and B, and the existence of B alone. Furthermore, the term "at least one" herein refers to any combination of at least two of any one or more of a plurality of items. For example, "at least one of A, B, and C" can represent any one or more elements selected from the set consisting of A, B, and C.
[0153] The present disclosure also provides an electronic device, such as Figure 5 FIG. 1 is a schematic diagram of the structure of the electronic device, wherein the electronic device includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following steps of the marking control method: In response to a selection operation of a mark control, a target mark control is selected; In response to a selection trigger instruction of the marked position, adjusting the display perspective of the virtual scene to a global perspective; In response to a selection confirmation instruction for a target position in the virtual scene, displaying a target mark control at the target position in a global perspective; Restore the display perspective of the virtual scene.
[0154] Optionally, the method further includes: In response to a selection trigger instruction of the marked position, shielding at least part of the interface elements of the graphical user interface; In response to a selection confirmation instruction for the target location in the virtual scene, the display of the interface elements in the graphical user interface is restored.
[0155] Optionally, the selection trigger instruction is generated based on a drag operation on the target marker control; the method further includes: In response to a drag operation on a target marker control, the target marker control is controlled to move.
[0156] Optionally, the selection confirmation instruction for the target position in the virtual scene is generated based on the completion of the drag operation at the target position.
[0157] Optionally, adjusting the display perspective of the virtual scene to a global perspective includes: Adjusting the perspective of the virtual camera to look down at the virtual scene; and / or Increase the field of view of the virtual camera to display a larger range of the virtual scene.
[0158] Optionally, the interface element includes at least one of the following: Skill button, virtual joystick, task information, chat window, backpack button, setting button.
[0159] Optionally, restoring the display perspective of the virtual scene includes: Restoring the display perspective of the virtual scene to the perspective before responding to the selection trigger command; or The restored display viewing angle is determined according to preset rules.
[0160] Optionally, the method further comprises: In the global perspective, in response to cancellation of the drag operation, the display perspective of the virtual scene is restored.
[0161] Optionally, in response to a selection operation of a mark control, selecting a target mark control includes: In response to a selection operation on a mark control in the mark panel, a target mark control is selected.
[0162] Optionally, the mark control includes at least one of the following: Prompt type tags, warning type tags, instruction type tags, and path type tags.
[0163] exist Figure 5 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113 , wherein the processor 111 , the communication interface 113 and the memory 110 are connected via the bus 112 .
[0164] Among them, the memory 110 may include high-speed random access memory (RAM), and may also include non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 113 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 112 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 5Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0165] The processor 111 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 111 or by software instructions. The above processor 111 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present disclosure may be directly embodied as being executed by a hardware decoding processor, or may be executed by a combination of hardware and software modules in the decoding processor. The software module may be located in a storage medium mature in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, etc. The storage medium is located in the memory, and the processor 111 reads the information in the memory and completes the steps of the marking control method in the above embodiment in combination with its hardware.
[0166] The present disclosure also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement a marking control method, which specifically includes: In response to a selection operation of a mark control, a target mark control is selected; In response to a selection trigger instruction of the marked position, adjusting the display perspective of the virtual scene to a global perspective; In response to a selection confirmation instruction for a target position in the virtual scene, displaying a target mark control at the target position in a global perspective; Restore the display perspective of the virtual scene.
[0167] Optionally, the method further comprises: In response to a selection trigger instruction of the marked position, shielding at least part of the interface elements of the graphical user interface; In response to a selection confirmation instruction for the target location in the virtual scene, the display of the interface elements in the graphical user interface is restored.
[0168] Optionally, the selection trigger instruction is generated based on a drag operation on the target marker control; the method further includes: In response to a drag operation on a target marker control, the target marker control is controlled to move.
[0169] Optionally, the selection confirmation instruction for the target position in the virtual scene is generated based on the completion of the drag operation at the target position.
[0170] Optionally, adjusting the display perspective of the virtual scene to a global perspective includes: Adjusting the perspective of the virtual camera to look down at the virtual scene; and / or Increase the field of view of the virtual camera to display a larger range of the virtual scene.
[0171] Optionally, the interface element includes at least one of the following: Skill button, virtual joystick, task information, chat window, backpack button, setting button.
[0172] Optionally, restoring the display perspective of the virtual scene includes: Restoring the display perspective of the virtual scene to the perspective before responding to the selection trigger command; or The restored display viewing angle is determined according to preset rules.
[0173] Optionally, the method further comprises: In the global perspective, in response to cancellation of the drag operation, the display perspective of the virtual scene is restored.
[0174] Optionally, in response to a selection operation of a mark control, selecting a target mark control includes: In response to a selection operation on a mark control in the mark panel, a target mark control is selected.
[0175] Optionally, the mark control includes at least one of the following: Prompt type tags, warning type tags, instruction type tags, and path type tags.
[0176] The computer program products of the marking control method, device and electronic device provided in the embodiments of the present disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the previous method embodiments. The specific implementation can be found in the method embodiments and will not be repeated here.
[0177] Unless otherwise specifically stated, the relative steps, numerical expressions and numerical values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.
[0178] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program code, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0179] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0180] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.
Claims
1. A marking control method, characterized in that: The method provides a graphical user interface through a terminal, wherein the content displayed by the graphical user interface includes at least a portion of a virtual scene; the method includes: In response to a selection operation of a mark control, a target mark control is selected; In response to a selection trigger instruction of a marked position, adjusting the display perspective of the virtual scene to a global perspective; In response to a selection confirmation instruction for a target position in the virtual scene, displaying the target mark control at the target position in the global perspective; The display viewing angle of the virtual scene is restored.
2. The method according to claim 1, characterized in that The method further comprises: In response to a selection trigger instruction of the mark position, shielding at least part of the interface elements of the graphical user interface; In response to a selection confirmation instruction for a target position in the virtual scene, the display of the interface elements in the graphical user interface is restored.
3. The method according to claim 1, characterized in that The selection trigger instruction is generated based on a drag operation on the target mark control; the method further includes: In response to a drag operation on the target marker control, the target marker control is controlled to move.
4. The method according to claim 3, characterized in that The selection confirmation instruction for the target position in the virtual scene is generated based on the completion of the drag operation at the target position.
5. The method according to claim 1, wherein The adjusting the display perspective of the virtual scene to a global perspective includes: Adjusting the viewing angle of the virtual camera to an angle overlooking the virtual scene; and / or The field of view of the virtual camera is increased to display a larger range of the virtual scene.
6. The method according to claim 2, characterized in that The interface elements include at least one of the following: Skill button, virtual joystick, task information, chat window, backpack button, setting button.
7. The method according to claim 1, characterized in that Restoring the display viewing angle of the virtual scene includes: Restoring the display viewing angle of the virtual scene to the viewing angle before responding to the selection trigger instruction; or The restored display viewing angle is determined according to preset rules.
8. The method according to claim 3, characterized in that The method further comprises: In the global viewing angle, in response to cancellation of the dragging operation, the display viewing angle of the virtual scene is restored.
9. The method according to claim 1, characterized in that The step of selecting a target mark control in response to a selection operation of the mark control includes: In response to a selection operation on a mark control in the mark panel, a target mark control is selected.
10. The method according to claim 1, characterized in that The marking control includes at least one of the following: Prompt type tags, warning type tags, instruction type tags, and path type tags.
11. A marking control device, characterized in that: A graphical user interface is provided through a terminal, wherein content displayed by the graphical user interface includes at least a portion of a virtual scene, and the apparatus includes: A selection module, configured to select a target mark control in response to a selection operation of the mark control; an adjustment module, configured to adjust the display perspective of the virtual scene to a global perspective in response to a selection trigger instruction of a mark position; a marking module, which displays the target marking control at the target position in response to a selection confirmation instruction for the target position in the virtual scene in the global perspective; A restoration module is used to restore the display viewing angle of the virtual scene.
12. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method according to any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 10.