Information processing method and device, electronic equipment and storage medium

By introducing a switching mechanism between range marking and precise marking in the game, the problem of monotonous character forms in the game was solved, diversified marking operations were realized, and the interactive experience and team collaboration efficiency were improved.

CN120983907APending Publication Date: 2025-11-21NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202511156373.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-18
Publication Date
2025-11-21

AI Technical Summary

Technical Problem

The game's characters have a monotonous form and lack diverse strategic movement methods, resulting in inconvenient marking operations and an unsatisfactory interactive experience.

Method used

This invention provides an information processing method that uses a graphical user interface on a terminal device to implement two modes: range marking and precise marking. The marking function can be switched according to different operations, including range marking and precise marking. It supports various interactive operations such as clicking, swiping, and long pressing. It combines real-time communication and map synchronization technology to achieve instant sharing and multi-dimensional display of marked information.

Benefits of technology

It enhances the interactive experience and ease of operation in the game, enriches the game's content, and improves team collaboration efficiency and the intuitiveness of information transmission through diverse marking methods.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120983907A_ABST
    Figure CN120983907A_ABST
Patent Text Reader

Abstract

The invention provides an information processing method, which is characterized in that a first function control is provided on a graphical user interface, the first function control is configured to respond to different operations to realize different marking functions, and the marking functions comprise the following steps: in response to a first operation for the first function control, determining a marking range, marking the second virtual object in the marking range and displaying the first marking information; and in response to a second operation for the first function control, determining a marking direction, marking a second virtual object located in the marking direction, and displaying second marking information. Therefore, the same marking control can switch the marking mode according to different operation modes, marking requirements in different scenes are met, interaction experience is improved, and operation is more convenient and visual.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This disclosure relates to the field of gaming, and more particularly to an information processing method, apparatus, electronic device, and storage medium. Background Technology

[0002] In most games, the marking system is basically implemented as ray marking. When the player operates, a virtual ray is sent. When the ray collides with an object or specific item in the scene, the item or point is marked. This is a precise marking mode. Summary of the Invention

[0003] The purpose of this disclosure is to provide an information processing method, apparatus, electronic device, and storage medium to solve the problem of monotonous character forms and a lack of diverse strategic movement methods in games.

[0004] In a first aspect, this disclosure provides an information processing method that provides a graphical user interface through a terminal device. The graphical user interface includes a game view screen, wherein the game view screen at least partially includes a game scene and a first virtual object corresponding to the terminal device. The method includes: providing a first functional control on the graphical user interface, the first functional control being configured to implement different marking functions in response to different operations. The marking functions include: in response to a first operation on the first functional control, determining a marking range, marking a second virtual object located within the marking range, and displaying first marking information; and in response to a second operation on the first functional control, determining a marking direction, marking a second virtual object located in the marking direction, and displaying second marking information.

[0005] In a second aspect, this disclosure provides an information processing apparatus, comprising: a display module configured to provide a first functional control on a graphical user interface, the first functional control being configured to perform different marking functions in response to different operations; a marking function module configured to, in response to a first operation on the first functional control, determine a marking range, mark a second virtual object located within the marking range, and display first marking information; and, in response to a second operation on the first functional control, determine a marking direction, mark a second virtual object located in the marking direction, and display second marking information.

[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the steps in the information processing method described in any of the preceding claims.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to perform the steps in any of the information processing methods described above.

[0008] This disclosure provides an information processing method, apparatus, electronic device, and storage medium that enable the same marking control to switch marking modes according to different operation methods, meet marking needs in different scenarios, improve the interactive experience, and make operation more convenient and intuitive.

[0009] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

[0010] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0011] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0012] Figure 1 A flowchart of an information processing method provided in this embodiment of the disclosure; Figure 2 A schematic diagram of a game interface for marking a second virtual object provided in an embodiment of this disclosure; Figure 3 A schematic diagram of a game interface displaying a target marker provided in an embodiment of this disclosure; Figure 4 A schematic diagram of a game interface for adjusting the direction of a marker, provided in an embodiment of this disclosure; Figure 5 This is yet another illustrated diagram of a marked game interface provided in an embodiment of the present disclosure; Figure 6 This is a schematic diagram of the structure of an information processing device provided in an embodiment of the present disclosure; Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0013] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0014] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.

[0015] The information processing method in one embodiment of this disclosure can run on a local terminal device or a server. When the information processing method runs 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.

[0016] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information processing methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0017] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0018] This embodiment provides an information processing method. Figure 1 This is a flowchart of an information processing method according to an embodiment of the present disclosure, such as... Figure 1 As shown, the process includes the following steps: Step S110: A first functional control is provided on the graphical user interface. The first functional control is configured to implement different marking functions in response to different operations. The marking functions include: Step S120: In response to the first operation on the first functional control, determine the marking range, mark the second virtual object located within the marking range, and display the first marking information; Step S130: In response to the second operation on the first functional control, determine the marking direction, mark the second virtual object located in the marking direction, and display the second marking information.

[0019] The method provided in this embodiment enables the implementation of both range marking and direction marking functions through the first functional control responding to different operations. This solves the technical problem of the difficulty of marking in games using traditional ray marking, improves the interactive experience, and enhances the richness of the game.

[0020] The steps described above are explained in detail below.

[0021] When applied, a graphical user interface is provided through a terminal device. The graphical user interface includes a game view screen, wherein the game view screen includes at least a portion of the game scene and a first virtual object corresponding to the terminal device.

[0022] Specifically, a first functional control is set in a designated area of ​​the game interface. This control has a dual response mechanism and can trigger the corresponding marking function mode according to the different operation types of the player.

[0023] The first functional control can be an interactive interface element with multiple operation recognition capabilities. It typically has the function of detecting and distinguishing different user operation types, and can trigger corresponding marking modes based on operation characteristics. This interactive operation can be implemented through click operations, swipe operations, long press operations, and / or other operations. For example, a specific operation method can be a click operation, where clicking the first functional control triggers the corresponding marking function.

[0024] In an optional implementation, the first functional control can be set as a circular marker button in the upper right corner of the game interface, which has touch detection and movement trajectory recognition functions and can accurately distinguish different operations such as clicking, long pressing and dragging.

[0025] The tagging function can be a set of interactive features in the game used to identify and share target information. It typically serves to quickly transmit location information and target attributes to team members.

[0026] In an optional implementation, the marking function may include two modes: range marking and precise marking, which are suitable for different scenarios requiring batch marking and single-point marking, respectively. For example, if a player discovers that there are three treasure chests and two monsters in an area, the range marking function can mark all five targets at once and synchronize them with teammates, without needing to mark them precisely one by one.

[0027] In one alternative implementation, the marking function can automatically adjust the marking order based on one or more of the following conditions: target type, distance, and importance. For example, when a player uses range marking, the system will prioritize marking nearby targets (e.g., monster targets), and then mark treasures according to their quality level, ensuring that teammates receive the marking information in order of threat level and value.

[0028] In an optional implementation, the marking function can integrate real-time communication and map synchronization technologies to achieve instant sharing and multi-dimensional display of marked information. For example, after a player completes a marking operation, the marked information will not only display an icon on the main game interface, but also show the corresponding location on the minimap, while simultaneously sending text and voice prompts to teammates, forming a three-dimensional information transmission system.

[0029] It should be noted that the marking function may be only one of the above implementation methods, or it may be multiple of the above implementation methods simultaneously. For example, the marking function may only provide basic range marking and precise marking switching capabilities; or it may also have intelligent priority sorting and multi-dimensional information synchronization functions, providing players with a more complete and efficient team collaboration tool.

[0030] In step S120, specifically, when the system detects that the player performs a first operation on the first functional control, the range marking mode is activated, a detection range is constructed, the second virtual object within the range is scanned, and corresponding marking information is generated.

[0031] The first action can be a specific user interaction that triggers the range marking mode. It typically serves to quickly activate batch marking functionality, allowing players to mark multiple target objects at once. This interaction can be achieved through clicks, swipes, long presses, and / or other actions.

[0032] The marking range, distinct from the marking direction, covers a certain area within the game scene. It allows for the simultaneous detection of multiple targets. For example, it can be a target detection area calculated based on the player's viewpoint and position. Typically, it covers the main area within the player's field of view and filters for markable objects.

[0033] In an optional implementation, the marked area can be designed as a fan-shaped region with the player's position as the vertex, effectively covering the main field of view in front of the player. For example, in a warehouse scene, when the player is standing in an aisle between shelves, the system will generate a 60-degree fan-shaped detection range with the player's current position as the center and the direction of the view as the central axis. The detection distance can be 10 meters, covering all items on the shelves on both sides in front.

[0034] In an alternative implementation, the marking range may have an obstacle occlusion detection function to exclude areas obscured by walls or other objects, ensuring that only target objects that the player can actually see are marked.

[0035] It should be noted that the marking range can be just one of the above embodiments, or it can be multiple of the above embodiments simultaneously. For example, the marking range can be set using only a fixed fan-shaped area to provide basic range marking functionality; or it can also have dynamic adjustment and obstacle detection capabilities to provide players with a more intelligent and accurate marking experience.

[0036] The second virtual object can be a target entity object in the game scene that can be marked. It usually carries game information and can be discovered and marked by players.

[0037] In one alternative implementation, the second virtual object may include various treasures and items, hostile monsters, and important scene elements, each with different attributes and value levels.

[0038] The first marking information can be visual and / or textual cues generated in the range marking mode. It typically serves to show players and teammates at least one of the following: the location, type, and importance of the marked target.

[0039] In an optional implementation, the first marking information may include at least one of the following information about the target object: three-dimensional coordinates, type icon, color code, and distance data. For example, when a player marks a high-quality treasure chest, the first marking information will display a purple treasure chest icon above the chest, a text prompt indicating "Legendary Treasure Chest 15m", and a corresponding purple marker on the minimap.

[0040] like Figure 2 As shown in the example application, the player triggers the range marking mode by clicking the mark button. The system generates a 60-degree fan-shaped detection range centered on the player's position, automatically identifies and marks two treasure chests and one lurking monster within the range, and displays a blue treasure chest icon and a red monster warning sign on the interface at the same time.

[0041] In step S130, specifically, when the system detects that the player is performing the second operation, it switches to the precise marking mode, determines the marking direction based on the player's aiming direction, performs ray detection along that direction, and marks the hit target object.

[0042] The second operation can be a specific user interaction method to activate the precise marking mode. It typically enables single-point precise marking and supports fine-tuning of the viewing angle. This interaction can be achieved through clicking, swiping, long-pressing, and / or other methods. One specific method is long-pressing, which involves pressing and holding the first functional control for more than 0.5 seconds to trigger the precise marking mode.

[0043] In an optional implementation, the second operation can be designed as a sustained press lasting longer than 0.5 seconds, ensuring a clear distinction from the first operation and providing sufficient time for operation recognition. For example, when a player needs to precisely mark a specific treasure chest in the distance, pressing and holding the marking button for more than 0.5 seconds will be recognized by the system as the second operation and will activate the precision marking mode, changing the crosshair to a crosshair aiming state. Figure 3 As shown.

[0044] In an optional implementation, the second operation can support drag gestures, allowing players to adjust the direction while holding down the button, enabling fine-tuning of the view and precise aiming. For example, when a player holds down a marker button, they can fine-tune the view direction by dragging the button, and the system will display the aiming trajectory in real time to help the player accurately point to the target object.

[0045] In an information processing method provided in one embodiment of this application, the first tag information and the second tag information include: The first tag information is the same as the second tag information, or the first tag information is different from the second tag information.

[0046] The method provided in this embodiment enables the system to flexibly set the display method of the marking information according to different marking modes, and provide unified or differentiated visual feedback in two operation modes: range marking and precise marking, thereby improving the interactive experience.

[0047] Specifically, the first and second marker information can be displayed in the same way or in different ways, so as to provide users with appropriate visual feedback effects in different marker operation modes.

[0048] In an optional implementation, the first and second marking information use the same display color, icon style, and text prompt format, ensuring a consistent visual experience for players using different marking modes. For example, whether marking a range by clicking or marking precisely by dragging, the system uniformly uses red icons to mark enemy targets and green icons to mark treasure targets, displaying the target names in the same font and size.

[0049] In one optional implementation, the first and second marking information employ different display parameters. These parameters can include visually relevant parameters or information-related parameters. For example, the first marking information generated by range marking uses a more prominent display effect, while the second marking information generated by precision marking uses a more refined display effect. For instance, during range marking, the system displays a large circular icon and bold text label for each marked target, while during precision marking, the system displays only a small arrow indicator and concise text prompts, allowing players to quickly distinguish the results of different marking modes. Alternatively, the first marking information may display relatively brief object information such as the marked object's attributes and type, while the second marking information may be more detailed.

[0050] In an optional implementation, the first marker information and the second marker information differ in display duration, with the range marker information having a longer display time and the precision marker information having a shorter display time and a flashing animation.

[0051] It should be noted that the relationship between the first and second marker information can be only one of the above embodiments, or it can be multiple of the above embodiments simultaneously. For example, the system can use only a design scheme with the same display color to maintain visual consistency between the two marker modes; or it can use a combination of different display parameters and different animation effects to enhance the distinguishability of different marker modes through multi-dimensional differentiated design. The contents of the first and second marker information mentioned above can be interchanged and combined in different ways.

[0052] In one exemplary application of this embodiment, when a player uses both range marking and precision marking functions in the game, the system determines the display relationship between the first marking information and the second marking information according to the preset configuration or the user's settings. When set to the same display mode, the marking information generated by the two operations maintains a unified style in visual presentation. When set to different display modes, the range marking and precision marking will present different visual effects, thereby providing players with a richer marking experience.

[0053] like Figure 2 and 4 As shown, when multiple suspicious targets are detected among the machines ahead, players can mark them using the first functional control in the upper right corner of the graphical user interface. Players can trigger the range marking mode with quick clicks, and the system will automatically mark targets within the field of view. Subsequently, specific high-value targets can be precisely marked by long-pressing and dragging, achieving an effective combination of rapid batch marking and precise single-point marking, greatly improving team collaboration efficiency and the gaming experience.

[0054] In an information processing method provided in one embodiment of this application, the step of determining the marking range includes: Step S210: Determine the detection area of ​​the target shape based on the game's field of view information; Step S220: Determine the marking range based on the detection area.

[0055] The method provided in this embodiment enables the system to dynamically construct a detection area based on the specific state of the current game field of view, and determine the effective marking range based on this, thereby achieving efficient identification and marking of target objects within the game field of view.

[0056] The above plan will be explained in detail below.

[0057] In step S210, specifically, the system acquires relevant parameter information of the current game field of view, including key data such as the player's viewing angle, field of view range, and player position coordinates. Based on this field of view information, a detection area with a specific geometric shape is constructed. The shape, size, and orientation of this detection area are dynamically adjusted and optimized according to the real-time state of the game field of view. Optionally, in scenarios where the player character and the camera used to control the generation of the game screen do not have a linkage relationship, the relevant parameters of the game field of view may also include the orientation of the game screen.

[0058] The game's field of view information can include one or more of the following: the player's current view direction, field of view angle range, observation distance limit, and field of view occlusion.

[0059] In one optional implementation, the game's field of view information specifically includes the player character's current orientation angle, the horizontal angular range of the field of view, and the maximum observation distance. The system constructs a complete description of the field of view state by collecting these parameters in real time. For example, when the player rotates the view or moves their position in the game, the view orientation is updated from the original southeast direction to the northwest direction, generating new game field of view information for the marking system to use.

[0060] The target shape detection area can be a virtual region with a specific geometric shape and spatial range constructed based on the game's field of view information. This region is used to define the effective spatial range for the marking system to scan and identify targets. It typically serves to limit the spatial boundaries of target search and improve the efficiency of marking operations.

[0061] In one optional implementation, the detection area for the target shape is a fan-shaped region with the player's position as the vertex and the viewing direction as the central axis. The angular range and radius of this fan-shaped region are dynamically adjusted or predetermined based on the game's field of view information to ensure that the detection area matches the player's actual observation range. In other implementations, the target shape may also be a rectangle or a circle, etc.

[0062] In step S220, the marking range is determined based on the detection area.

[0063] Specifically, based on the constructed target shape detection region, the system analyzes the target distribution and spatial characteristics within the region to further determine the effective range for actual marking operations. This marking range is a subset of the detection region or an optimized adjustment result, ensuring the accuracy and practicality of the marking operation. For example, the range corresponding to the detection region can be determined as the marking range, or the detection region can be adjusted according to the spatial conditions to determine the final marking range.

[0064] In an information processing method provided in one embodiment of this application, determining the detection area of ​​the target shape based on game field of view information includes: Step S410: Obtain the character orientation of the first virtual object or the field of view of the game view screen; Step S420: Determine the central axis based on the character's orientation or the direction of the view; Step S430: Determine the sector detection area based on the central axis.

[0065] The method provided in this embodiment enables the system to accurately construct a fan-shaped detection area based on the player's perspective, thereby improving the interactive experience. By accurately obtaining the character's orientation or field of view and determining the central axis based on this, the construction of the fan-shaped detection area is more in line with the player's operating intentions and visual habits. The above plan will be explained in detail below.

[0066] In step S410, specifically, the system obtains the current character orientation data of the first virtual object or the field of view orientation data corresponding to the current game field of view.

[0067] The character's orientation can be the direction the virtual character in the game is facing.

[0068] In an alternative implementation, the character's orientation is determined by obtaining the front vector of a first virtual object in three-dimensional space, which represents the direction the virtual character is currently facing.

[0069] Among them, the field of view orientation can be the direction vector of the game camera currently pointing, reflecting the player's current perspective direction when observing the game world.

[0070] In one alternative implementation, the field of view orientation is determined by acquiring the forward direction from the Transform component of the game camera, which represents the camera's current shooting direction. For example, when the player adjusts the viewpoint by rotating it 30 degrees to the right using mouse operations, the camera's forward direction is updated accordingly to a direction vector that is 30 degrees to the right.

[0071] In an alternative implementation, the field of view orientation is determined by calculating the direction vector from the camera position to the corresponding position of the center point of the screen in three-dimensional space.

[0072] In one alternative implementation, the field of view orientation is calculated in real time by reading operation data from the player's input device (such as a mouse or gamepad) to determine the direction the camera should be pointing. For example, when the player moves the mouse upwards, the system calculates the upward tilt angle of the camera based on the amount of Y-axis movement of the mouse and updates the field of view orientation vector.

[0073] In step S420, the central axis is determined based on the character's orientation or the direction of the view.

[0074] The central axis can be the axis of symmetry of the sector detection area, used to define the geometric center direction of the sector and the distribution benchmark of the sector angles. It usually serves to determine the geometric structure and angular distribution of the sector detection area.

[0075] In an alternative implementation, the central axis is determined by directly using the character orientation or view orientation vector as the central axis direction of the sector. For example, when the obtained view orientation is (1, 0, 0), the system directly sets this vector as the central axis of the sector detection area, and the sector will expand to both sides with this direction as the center.

[0076] In step S430, the sector detection area is determined based on the central axis.

[0077] Specifically, based on the central axis determined in step S420, the system constructs a fan-shaped three-dimensional detection area through geometric calculations. This area includes geometric parameters such as the vertex position, angle range, and detection radius of the fan.

[0078] The sector-shaped detection area can be a sector-shaped three-dimensional spatial region with the position of the first virtual object as its vertex and the central axis as its axis of symmetry. It is used to detect and filter second virtual objects located within this region. It typically serves to provide spatial boundaries and detection ranges for the range marking function.

[0079] In an optional implementation, the sector detection area is constructed by setting a fixed sector angle and detection radius. For example, the system takes the position of the first virtual object as the sector vertex, takes the central axis as the axis of symmetry, and expands 30 degrees to the left and right to form a sector detection area with a radius of 10 meters.

[0080] In an information processing method provided in one embodiment of this application, the step of determining the marker direction includes: Step S310: Determine the mark direction based on the aiming direction.

[0081] The method provided in this embodiment enables the technical solution to achieve intuitiveness and accuracy of the precise marking function by establishing a correlation mechanism between the aiming direction and the marking direction, thereby improving the interactive experience; by directly converting the player's aiming operation into the marking direction, it enriches the marking interaction methods in the game and enhances the game's richness.

[0082] The above plan will be explained in detail below.

[0083] In step S310, specifically, the system uses the player's current aiming direction as a reference, and generates a corresponding marker direction through calculation and conversion, thereby achieving precise marking functionality. This step ensures the accuracy and intuitiveness of the marking operation.

[0084] The aiming direction can be the direction indicated by the crosshair icon on the graphical user interface. The aiming direction can be related to the character's orientation or the screen's orientation. For example, when adjusting the viewpoint, the player can simultaneously adjust the position of the crosshair in the scene; or the player can simultaneously adjust the direction the crosshair is aiming at when controlling the character's movement or rotation.

[0085] The marking direction can be the actual marking execution direction calculated based on the aiming direction, and it usually serves to provide an accurate direction reference for subsequent ray detection and target positioning.

[0086] In one optional implementation, the marking direction integrates aiming assistance functions, including intelligent processing mechanisms such as automatic snap-in and prediction compensation. For example, when the marking direction is near a moving target, the system will automatically fine-tune the marking direction to the predicted position of the target, helping players to more easily and accurately mark moving targets.

[0087] In one exemplary application of this embodiment, players need to accurately mark specific targets in a game scene. After the player moves their viewpoint to aim at the target, the aiming direction is determined as the marking direction, ensuring that subsequent ray detection can accurately hit the target location, thus achieving an efficient marking function.

[0088] In one embodiment of this application, an information processing method is provided, which further includes: Step S310: Determine the field of view of the first virtual object; Step S320: Determine the second virtual object displayed in the game's field of view based on the field of view.

[0089] The above plan will be explained in detail below.

[0090] The field of view can be a three-dimensional sector, ellipse, or other shaped spatial region determined by the position and orientation of the first virtual object. It typically serves to limit the range of visible objects in the game and enhance the game's realism. For example, in a dark game scene, the player character can only observe items or characters in their immediate vicinity. Compared to a normal environment, the game scene that the player character can observe is smaller, and they can only see the second virtual object within their field of view. When the second virtual object is not within the field of view, it will not be displayed in the game's view of the first virtual object.

[0091] In an optional implementation, the field of view is determined by calculating the horizontal field of view angle, the vertical field of view angle, and the maximum observation distance of the first virtual object, forming a three-dimensional fan-shaped region with the virtual object as the vertex.

[0092] In one alternative implementation, the field of view is dynamically adjusted based on the light intensity of the game scene, weather conditions, and time of day, expanding the field of view in well-lit areas and narrowing it in dimly lit areas.

[0093] In step S320, specifically, the system performs object detection and filtering within the defined field of view, identifies all second virtual objects located within that range, and determines whether these objects should be displayed in the current game view.

[0094] The second virtual object can be any other game entity in the game scene besides the first virtual object, including enemy characters, treasure items, environmental interactive objects, etc. It typically serves as a target for player observation and interaction.

[0095] In one exemplary application of this embodiment, the player-controlled character enters a dimly lit underground storage room. The system determines that the character's current field of vision is a fan-shaped area of ​​90 degrees and 12 meters in front. Then, within this range, it detects and identifies 3 wooden treasure chests, 1 patrolling skeleton enemy, and 2 searchable lockers as second virtual objects to be displayed. These objects are then rendered and displayed in the player's game screen with corresponding models and effects, providing a basis for the player's subsequent marking operations that are consistent with the player's target.

[0096] In an information processing method provided in one embodiment of this application, the marked second virtual object within the marking range and the marked second virtual object in the marking direction include: The second virtual object marked within the marked area is the second virtual object displayed in the game's field of view; the second virtual object marked in the marked direction is the second virtual object displayed in the game's field of view.

[0097] The method provided in this embodiment enables the system to filter marked objects based on the field of view of the first virtual object, ensuring that only the second virtual object visible in the player's current game view can be marked, effectively solving the problem that traditional marking systems may mark targets outside the field of view.

[0098] The above plan will be explained in detail below.

[0099] The second virtual object marked within the marked area is the second virtual object displayed in the game's field of view. Specifically, when the system performs the range marking function, it limits the selection of marking objects to the display area of ​​the current game view screen. Only those second virtual objects that have been rendered and displayed on the player's screen can become candidate targets for marking.

[0100] The second virtual object displayed in the game's field of view can be any type of game object that is currently within the field of view of the first virtual object and is actually presented on the game client interface.

[0101] In an optional implementation, the second virtual object displayed in the game's field of view includes game objects that are fully displayed within the field of view, and the complete models and textures of these objects are rendered in the current frame. For example, in a horror treasure hunt game scene, when the player character is standing in the center of the room, objects such as treasure chests, items, and monsters that are completely within the field of view are all within the markable range.

[0102] In an optional implementation, the second virtual object displayed in the game's field of view also includes game objects partially displayed at the edge of the field of view. The system detects whether the visible portion of these objects meets a minimum display threshold. For example, if a portion of a treasure or enemy appears at the edge of the screen, it is still considered a taggable object if its visible area exceeds 30% of the object's total volume.

[0103] In one alternative implementation, the second virtual objects displayed in the game's field of view can be prioritized based on distance and importance, with closer and more important objects receiving higher marking priority. For example, when both distant treasures and nearby enemies are present, the system will prioritize including the nearby enemies in the marking range to ensure that players receive timely threat alerts.

[0104] The second virtual object marked in the direction of the marker is the second virtual object displayed in the game's field of view. Specifically, when the system executes the direction marking function, it will perform ray detection along the determined marking direction, but the effective range of the detection is limited to the display area of ​​the current game view screen to ensure that the marked target object is a game entity that the player can currently see.

[0105] The second virtual object along the marking direction can be a game object located within the current view's display area and along a ray path in a specific direction. It typically possesses physical properties that allow for effective collision interaction with the ray path, ensuring the accuracy and reliability of the precise marking function.

[0106] In one alternative implementation, the second virtual object in the marking direction is the game object that the ray first collides with and is displayed in the field of view. The system will prioritize marking the closest valid target. For example, when a player performs a precise marking operation, the ray will pass through the space in the field of view. When it collides with the first visible treasure or enemy, the marking of that object will be completed immediately, while other objects further away in the ray path will be ignored.

[0107] In an alternative implementation, the second virtual object along the marking direction can include all game objects displayed in the field of view along the ray path, and the system provides a multi-target marking option for the player to choose from. For example, when the ray passes through multiple rows of treasures, the system will detect all objects that intersect the ray and are within the field of view, and then prompt the player to select the specific target to mark through interface prompts.

[0108] In an optional implementation, the second virtual object in the marking direction is filtered based on its display completeness in the field of view; only objects with a display completeness that reaches a preset threshold are marked. For example, if only a small portion of the target object pointed to by the ray is displayed at the edge of the field of view, and its display completeness is less than 50%, the system may skip the object and continue to detect the next more complete target on the ray path.

[0109] In one specific application, when a player uses the precision marking function to aim at a distant enemy, the system will fire a virtual ray along the aiming direction. When the ray collides with the enemy model displayed in the field of view, the enemy will be marked. At the same time, other potential targets in the area outside the field of view that the ray may pass through will be ignored, ensuring that the marking result is consistent with the player's visual perception.

[0110] In other implementations, players can also mark enemy characters outside their field of view. That is, if the marking area is larger than the field of view, or if the ray of the marking direction collides with a second virtual object outside the field of view, the player can mark these second virtual objects outside the field of view when the marking function is triggered. In an optional implementation, after displaying this marking information, the second virtual objects are not displayed; only the marking information is displayed. In other implementations, although the second virtual objects are marked, the marking information is not displayed on the screen. However, for example, when controlling the movement of the first virtual object, bringing these second virtual objects that were originally outside the field of view into the field of view, the marking information will be automatically displayed without the need for re-marking.

[0111] In an information processing method provided in one embodiment of this application, the marking information includes at least one of the following: location information, type identifier, and display color of the marked second virtual object, wherein the display color is determined according to the type and / or quality of the second virtual object.

[0112] The method provided in this embodiment significantly enhances the interactive experience by diversifying the design of the marking information, including location information, type identification, and differentiated color display based on type / quality. This allows players to quickly identify the attributes and importance of different targets through intuitive visual elements, thereby increasing the richness of the game and enriching the information expression dimensions of the marking system.

[0113] Specifically, the tagging information provides players with multi-dimensional information about the tagged virtual object through a multi-dimensional information combination method, ensuring that the tagging function can effectively convey the key attributes and status information of the target object.

[0114] The location information can be spatial positioning data based on a three-dimensional coordinate system, used to describe the specific location of the marked second virtual object in the game scene. It typically serves to provide other players with accurate target location references, ensuring that team members can quickly locate the marked object.

[0115] In an optional implementation, the location information includes at least one of the following: coordinates of the marked virtual object in the game scene, and direction, angle and distance information relative to the marking initiator.

[0116] In an optional implementation, the location information also includes a game area identifier and map hierarchy information where the marked object is located, facilitating accurate positioning in complex, multi-level scenes. For example, in a horror scene with multi-level buildings, when the system marks an enemy located in a second-floor storage room, the location information would include a hierarchical location description such as "second floor - storage room - east corner".

[0117] It should be noted that location information may be only one of the above implementation methods, or it may be multiple of the above implementation methods simultaneously. For example, location information may only include basic three-dimensional coordinate data to provide the most basic positioning function for the marking system; or it may simultaneously include multiple information dimensions such as three-dimensional coordinates, relative direction distance, area identification, and dynamic updates to provide players with more comprehensive and accurate location guidance.

[0118] Type identification can be a classification and labeling system used to distinguish different categories of virtual objects. It uses predefined symbols or text labels to represent the specific type of the labeled object. It usually helps players quickly identify the properties and attributes of the target object, providing important reference information for subsequent game strategy formulation.

[0119] In an optional implementation, the type identifier adopts an icon-based representation, with different types of virtual objects corresponding to different icon symbols, such as treasure objects using treasure chest icons and enemy objects using skull icons.

[0120] In an alternative implementation, type identification is combined with text labels, adding a brief text description to the icon to provide more detailed type information. For example, when the system marks a powerful enemy, it not only displays a red warning icon, but also... Figure 2 Warning icons with exclamation marks in the text.

[0121] It should be noted that the type identifier can be just one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, the type identifier can simply use an icon display method to provide the marking system with basic type differentiation functions; or it can combine multiple representation methods such as icons, text labels, and dynamic effects to provide players with a richer and more intuitive type identification experience.

[0122] Among them, the display color can be a differentiated visual identification system based on the type and quality attributes of virtual objects, which can intuitively express the importance and attribute characteristics of the marked objects through different colors.

[0123] In an alternative implementation, the display colors are differentiated according to the type of virtual object. For example, enemy objects are uniformly marked with red, treasure objects are marked with blue, and environmental interaction objects are marked with green.

[0124] In one alternative implementation, the display color is set according to the quality level of the virtual object, such as white representing common quality, green representing excellent quality, blue representing rare quality, purple representing epic quality, and orange representing legendary quality.

[0125] It should be noted that the display color may be just one of the above embodiments, or it may be multiple of the above embodiments simultaneously. For example, the display color may be based solely on the object type for basic color differentiation, providing a simple and intuitive visual recognition function for the marking system; or it may consider multiple factors such as type classification, quality level, and composite effects to provide players with a more refined and richer visual information delivery experience.

[0126] In an information processing method provided in one embodiment of this application, the second operation is a drag operation; the step of determining the marker direction includes: Step S510: In response to a drag operation on the first functional control, adjust the aiming direction according to the drag direction; Step S520: Determine the marking direction based on the adjusted aiming direction.

[0127] The method provided in this embodiment enables the system to flexibly adjust the aiming direction and determine the precise marking direction through drag operations. By responding to drag gestures in real time and converting them into aiming direction adjustment parameters, the interactive experience is significantly improved, allowing players to perform marking operations more intuitively and smoothly. At the same time, by supporting the marking method of drag-and-drop fine-tuning, the marking interaction modes in the game are enriched.

[0128] The above plan will be explained in detail below.

[0129] The second operation is a drag operation. Specifically, the second operation refers to a specific interactive gesture performed by the user on the first functional control, which triggers the precise marking mode by dragging.

[0130] Drag and drop is an interaction method where users move their finger after touching the first functional control on a touchscreen device. It typically serves to change the aiming direction and trigger precise marking functions.

[0131] In an alternative implementation, the dragging operation can be a continuous gesture operation in which the user presses their finger within the first functional control area and moves it in any direction. For example, in a horror treasure hunt game, a player discovers a treasure chest in the distance and needs to mark it accurately for their teammates. The player presses and holds the mark button and drags it towards the treasure chest. The system detects the dragging trajectory and recognizes it as a second operation.

[0132] In one alternative implementation, the drag operation may include three consecutive operation phases: pressing, moving, and releasing, each of which is monitored and processed by the system in real time. For example, in a basement scene of a game, when a player needs to mark an enemy in a corner, the player first presses the marking control, then drags their finger to adjust the aiming direction to point at the enemy's position, and finally releases their finger to complete the marking.

[0133] In step S510, specifically, after the system detects that the user has performed a drag operation on the first functional control, it calculates the drag direction in real time and converts the direction into an adjustment parameter for the aiming direction, thereby changing the current aiming orientation.

[0134] The drag direction can be the direction vector of the user's finger movement during the drag operation, including horizontal and vertical displacement components. It typically indicates the aiming direction and adjustment range. The drag direction can be implemented through clicks, swipes, long presses, and / or other operations. Taking a click as an example, in response to a click-and-drag operation on the first functional control, the aiming direction is adjusted according to the direction of the click and drag.

[0135] In step S520, the system obtains the final aiming direction after the drag operation, and uses it as the emission direction of the ray mark to determine the final mark direction.

[0136] The adjusted aiming direction, after being corrected by dragging, serves as the reference point for the ray marker. This allows players to adjust their aim by dragging, precisely targeting the desired object.

[0137] An information processing method provided in one embodiment of this application further includes: Step S610: When there is no second virtual object within the marked area, determine the target scene location in the game scene according to the preset direction; Step S620: Mark the target scene location and display the marking information.

[0138] The method provided in this embodiment enables the system to automatically mark the scene location in a preset direction and display the corresponding marking information when there is no markable target within the scanning range. This not only improves the usability and completeness of the marking function, but also enhances the efficiency of information exchange between players, while avoiding invalid marking operations, thereby improving the interactive experience of the game and the efficiency of team collaboration.

[0139] The above plan will be explained in detail below.

[0140] In step S610, specifically, when the user performs a first operation through the first functional control to determine the marked area, the system will detect whether a second virtual object exists within the marked area. If the detection result indicates that no second virtual object exists within the marked area, the system will determine the target scene location in the game scene according to a preset direction.

[0141] The marking range can be the detection area of ​​the target shape determined by the system based on the game's field of view information. It typically serves to identify potentially markable objects within a specific area. The aforementioned implementation method regarding the marking range also applies to this implementation method.

[0142] The preset direction can be the view direction of the first virtual object or the character's orientation. It typically serves as a reference for determining the marker's location when there is no target.

[0143] In an optional implementation, the preset direction can be the current field of view of the first virtual object, i.e., the direction in which the player controls the camera to point. This design allows the system to create a marker at the location the player is looking at, even if there are no markerable objects within the marking range, which better aligns with the player's operational intentions.

[0144] In an optional implementation, the preset direction can also be the direction pointed to by the center point of the game interface, i.e., the direction pointed to by the crosshair or reticle in the center of the screen. For example, when a player uses the marking function in a spacious underground hall, the system detects that there are no markable objects within the marking range, but the system still creates a mark based on the ground position pointed to by the crosshair in the center of the screen, such as... Figure 5 As shown.

[0145] The target scene location can be a point in the game scene determined according to a preset direction. It typically serves to provide a marker point when there is no specific marker object.

[0146] In an optional implementation, the target scene location can be the collision point with the surface of the first object in the game scene in a preset direction. The system can emit a virtual ray from the location of the first virtual object along a preset direction. When this ray collides with an object in the scene (such as a wall, ground, ceiling, etc.), the collision point is the target scene location. This method ensures that the marker always falls on the visible surface of the scene object.

[0147] In an optional implementation, the target scene location can also be a position at a predetermined distance from the first virtual object in a preset direction. For example, the system can select a position 10 meters away from the first virtual object in a preset direction as the target scene location, without considering whether there will be a collision with scene objects. This method is suitable for situations where it is necessary to mark aerial or distant locations.

[0148] In step S620, the target scene location is marked and the marking information is displayed.

[0149] Specifically, after determining the location of the target scene, the system will generate a marker at that location and display the corresponding marker information, so that the player's teammates can see the marker and understand its meaning.

[0150] The marker information can be a prompt message generated by the system based on the marked object or location. It typically serves to convey information about the marked object or location to the player.

[0151] In an alternative implementation, the marking information may include preset text prompts, such as short and clear text descriptions like "Caution here," "Danger," or "Meeting point."

[0152] In an alternative implementation, the tagging information may also include information about the tagging sender, such as role name, role number, or role code in the team.

[0153] In an alternative implementation, the marking information may also include visual effects, such as marker icons, colors, lighting effects, etc.

[0154] An information processing method provided in one embodiment of this application further includes: Step S710: Control the sending of a marking prompt message corresponding to the marking information to the terminal device of the virtual object that is in the same camp as the first virtual object, and display the marking prompt message on the graphical user interface of the terminal device of the virtual object in the same camp.

[0155] The method provided in this embodiment enables real-time sharing of marked information across terminal devices, effectively improving the team collaboration experience in multiplayer game scenarios, enriching game interaction functions, and solving the computer field technical problems of information transmission delay and inaccuracy in traditional games.

[0156] The above plan will be explained in detail below.

[0157] In step S710, specifically, after generating the marking information, the system packages the marking data into a network data packet, identifies all other teammates of the current player's faction through the game server, and sends a prompt message containing complete marking data such as location coordinates, target type, and color information to the terminal devices of these teammates. After receiving the marking prompt message, the receiving terminal device will display the marking icon and related information in real time at the corresponding position on the game interface.

[0158] The marker prompt information can be a comprehensive information package containing multi-dimensional data such as marker location coordinates, target type identifier, display color settings, and sender identity information. Specifically, the relevant technical solutions regarding marker prompt information in the aforementioned embodiments are also applicable to this embodiment.

[0159] In one exemplary application of this embodiment, when a player marks a range by clicking the mark button, the system automatically packages information such as the enemy's location, number, and threat level into mark prompt data and pushes it to teammates in real time through the game server, so that the teammates' game interface will simultaneously display red enemy mark icons.

[0160] In one embodiment of this application, an information processing method is provided, which further includes: Step S810: The marking information is configured so that the target virtual object is visible when the distance between the target virtual object and the target virtual object meets a preset distance threshold. The target virtual object includes virtual objects of the same or different factions as the first virtual object.

[0161] The method provided in this embodiment controls the visibility range of the marker information by setting a preset distance threshold, ensuring that the marker information is only visible to virtual objects of different factions within a reasonable distance. This improves the interactive experience, as players can obtain important tactical information within an appropriate distance without being overly disturbed.

[0162] The above plan will be explained in detail below.

[0163] In step S810, specifically, the system controls the visibility range of the marker information through a preset distance threshold mechanism. The marker information will only be displayed on the client interface of the target virtual object when the distance between the marker information and the target virtual object is less than or equal to the preset distance threshold, thereby realizing distance-based intelligent visibility control and balancing the fairness and tactical strategy of the game.

[0164] In an alternative implementation, the preset distance threshold can be dynamically adjusted according to different game scene types, for example, a larger distance threshold (e.g., 50 meters) can be set in open maps, while a smaller distance threshold (e.g., 15 meters) can be set in narrow indoor scenes.

[0165] In an optional implementation, the preset distance threshold can be set differently according to the importance level of the marker information, with a larger visibility distance for marker information with high importance and a smaller visibility distance for marker information with low importance.

[0166] In an optional implementation, the preset distance threshold can be adjusted in conjunction with the faction relationship of virtual objects. A larger visible distance is used between virtual objects of the same faction to promote teamwork, while a smaller visible distance is used between virtual objects of different factions to maintain the challenge and fairness of the game.

[0167] In an optional implementation, the preset distance threshold can be a preset fixed distance, and the preset distance threshold is the same for different factions.

[0168] It should be noted that the preset distance threshold may be just one of the above implementation methods, or it may be multiple of the above implementation methods simultaneously. For example, the system may set a fixed distance threshold based solely on the game scene type, or it may combine multiple factors such as scene type, marker importance, and faction relationship to perform a comprehensive calculation, forming a dynamic distance threshold mechanism.

[0169] The target virtual object can be any virtual character object in the game scene except for the marker sender. It typically serves to receive and display marker information, acting as the benchmark object for determining the visibility of the marker information.

[0170] In one alternative implementation, the target virtual object may include a player-controlled virtual character, an AI-controlled NPC character, and other system-generated objects, and may also include a player character who is in an opposing faction to the marked virtual object.

[0171] In one embodiment of this application, an information processing method is provided, wherein the graphical user interface includes a map display area corresponding to the game scene, and the method further includes: Step S910: Control the display of map markers corresponding to the marker information in the map display area.

[0172] Specifically, in addition to providing the game's field of view, the graphical user interface also includes a map display area specifically for displaying game scene map information. This map display area corresponds to the current game scene and can reflect the geographical layout and spatial information of the game scene in real time.

[0173] In an alternative implementation, the map display area takes the form of a minimap, typically located in the upper right or upper left corner of the game interface.

[0174] In an alternative implementation, the map display area takes the form of a full-screen map. When the player triggers a specific action (such as pressing the M key or clicking the map icon), the map display area expands to a full-screen display mode, providing more detailed and comprehensive map information.

[0175] In an optional implementation, the map display area adopts a switchable hybrid display format, and the system automatically or manually switches between minimap and full-screen map modes according to the game context and player needs.

[0176] In step S910, specifically, after the system generates marker information, it converts the marker information into map marker data suitable for map display, and controls the real-time display of these map markers in the map display area, so that players can intuitively understand the location of the markers and related information through the map interface.

[0177] Map markers are visual identifiers used in the map display area to represent the location and attributes of marker information. They typically serve to provide marker location indication and marker type identification within the map interface.

[0178] In an optional implementation, map markers are in the form of colored icons, displaying different colors and shapes of icons according to the type and attributes of the marker information, such as red triangles representing enemy markers and blue circles representing treasure markers.

[0179] In one exemplary application of this embodiment, a player uses the range marking function to discover multiple targets in a room ahead, including two lurking monsters and a hidden treasure chest. After the markers are generated, the minimap in the upper right corner of the game interface immediately updates, displaying two flashing red monster icons and a blue treasure chest icon at the corresponding locations. Teammates can clearly understand the threat distribution and treasure locations in the room by viewing the minimap, thus formulating reasonable attack routes and division of labor strategies. When more detailed information is needed, teammates can open the full-screen map to view the complete building layout and all marked locations, achieving efficient teamwork.

[0180] In an information processing method provided in one embodiment of this application, the step of marking a second virtual object located within the marked range includes: Step S1010: While maintaining the initial aiming marker displayed on the graphical user interface, mark the second virtual object located within the marked area.

[0181] The method provided in this embodiment ensures the continuity and accuracy of the player's visual positioning by marking the range while maintaining the initial aiming marker display. This avoids visual interference caused by frequent changes in the aiming marker in traditional marking methods and improves the interactive experience. At the same time, the initial aiming marker serves as a visual anchor point, helping players maintain a sense of spatial orientation when marking multiple targets, enhancing the intuitiveness of game operations and the richness of marking functions.

[0182] The above plan will be explained in detail below.

[0183] In one exemplary application, when a player triggers the range marking function, the system keeps the currently displayed crosshair or aiming point unchanged, while performing a batch marking operation on all detected second virtual objects within a fan-shaped area around the aiming marker.

[0184] The initial aiming indicator can be a crosshair icon, aiming point, or other aiming prompt graphic elements displayed in the center of the game interface.

[0185] In an optional implementation, the initial aiming indicator is a crosshair icon located at the geometric center of the game's field of view, with a fixed line width and display color. For example, as... Figure 2 As shown, a white crosshair is displayed in the center of the player interface. When the player clicks the mark button to trigger the range mark, the crosshair remains white and in the same position. At the same time, the system marks all detected treasures and enemies in a 60-degree fan-shaped area around the crosshair.

[0186] In one embodiment of this application, an information processing method is provided, the method comprising: Step S1110, in response to a second operation on the first functional control, controls to change the initial aiming identifier to a marked aiming identifier, wherein the display parameters of the marked aiming identifier are different from the display parameters of the initial aiming identifier.

[0187] The method provided in this embodiment enables players to clearly communicate the switch of the current operation state through changes in visual identifiers when the player triggers the precise marking mode, thereby improving the interactive experience, enhancing the visual feedback layer of the game interface, making the dual-mode marking function more intuitive and easy to understand, and increasing the richness of the game.

[0188] The above plan will be explained in detail below.

[0189] In step S1110, specifically, when the system detects that the player performs a second operation on the first functional control, it triggers the aiming icon state switching mechanism, changes the currently displayed initial aiming icon to a marker aiming icon with different visual characteristics, and provides the player with clear mode switching feedback through the differentiated setting of display parameters.

[0190] The aiming marker can be a dedicated aiming graphic element displayed in precision aiming mode, serving as a visual identifier to distinguish it from the regular aiming state. It typically serves to clearly indicate to the player that they are currently in precision aiming mode and provides enhanced aiming accuracy assistance.

[0191] The display parameters can be various numerical settings that control the visual presentation of the aiming marker, including attributes such as color, size, transparency, animation effects, and marker shape.

[0192] like Figure 2 and 3 As shown, in an exemplary application of this embodiment, when a player long-presses the first functional control on the screen, the system immediately detects the second operation and triggers a state switch of the aiming indicator. Figure 2 The crosshair originally displayed in the middle has changed. Figure 3 The center displays a triangular crosshair (aiming marker), providing players with clear visual feedback and confirming that they have entered the precision marking mode. Players can make precise aiming adjustments by dragging the crosshair.

[0193] Corresponding to the above method embodiments, this disclosure also provides an information processing device 600, such as... Figure 6 As shown, the device includes: Display module 610 is configured to provide a first functional control on the graphical user interface, the first functional control being configured to implement different marking functions in response to different operations; The marking function module 620 is configured to, in response to a first operation on a first function control, determine a marking range, mark a second virtual object located within the marking range, and display first marking information; and, in response to a second operation on the first function control, determine a marking direction, mark a second virtual object located in the marking direction, and display second marking information.

[0194] The aforementioned information processing device enables the same marker control to switch marker modes according to different operation methods, meeting the marker needs in different scenarios, improving the interactive experience, and making the operation more convenient and intuitive.

[0195] This disclosure also provides an electronic device, such as... Figure 7As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the aforementioned information processing method.

[0196] Specifically, the above information processing method includes: providing a first functional control on a graphical user interface, the first functional control being configured to implement different marking functions in response to different operations, the marking functions including: in response to a first operation on the first functional control, determining a marking range, marking a second virtual object located within the marking range and displaying first marking information; and in response to a second operation on the first functional control, determining a marking direction, marking a second virtual object located in the marking direction and displaying second marking information.

[0197] Optionally, the first tag information is the same as the second tag information, or the first tag information is different from the second tag information.

[0198] Optionally, the step of determining the marking range includes: determining the detection area of ​​the target shape based on the game's field of view information; and determining the marking range based on the detection area.

[0199] Optionally, the step of determining the mark direction includes: determining the mark direction based on the aiming direction.

[0200] Optionally, the method further includes: determining the field of view of the first virtual object; and determining the second virtual object displayed in the game's field of view based on the field of view.

[0201] Optionally, the second virtual object marked within the marked range is the second virtual object displayed in the game's field of view; the second virtual object marked in the marked direction is the second virtual object displayed in the game's field of view.

[0202] Optionally, determining the detection area of ​​the target shape based on the game's field of view information includes: obtaining the character orientation of the first virtual object or the field of view orientation of the game's field of view; determining the central axis based on the character orientation or field of view orientation; and determining the fan-shaped detection area based on the central axis.

[0203] Optionally, the marking information includes at least one of the following: location information, type identifier, and display color of the marked second virtual object, wherein the display color is determined according to the type and / or quality of the second virtual object.

[0204] Optionally, the second operation is a drag operation. In response to the second operation on the first functional control, the step of determining the mark direction includes: in response to the drag operation on the first functional control, adjusting the aiming direction according to the drag direction; and determining the mark direction according to the adjusted aiming direction.

[0205] Optionally, the method further includes: when there is no second virtual object within the preset range, determining the target scene location in the game scene according to the preset direction; marking the target scene location and displaying the marking information.

[0206] Optionally, the method further includes: controlling the sending of a marking prompt message corresponding to the marking information to the terminal device of a virtual object that is in the same camp as the first virtual object, and displaying the marking prompt message on the graphical user interface of the terminal device of the virtual object in the same camp.

[0207] Optionally, the method further includes: configuring the marker information to make the target virtual object visible when the distance between the marker and the target virtual object meets a preset distance threshold, wherein the target virtual object includes virtual objects of the same or different factions as the first virtual object.

[0208] Optionally, the graphical user interface includes a map display area corresponding to the game scene, and the method further includes: controlling the display of map markers corresponding to the marker information in the map display area.

[0209] Optionally, the step of marking the second virtual object within the marking range includes: the method further includes: marking the second virtual object within the marking range while maintaining the initial aiming indicator displayed on the graphical user interface.

[0210] Optionally, the method further includes: in response to a second operation on the first functional control, controlling to change the initial aiming identifier to a marked aiming identifier, wherein the display parameters of the marked aiming identifier are different from the display parameters of the initial aiming identifier.

[0211] The electronic device provided by the above embodiments enables the same marking control to switch marking modes according to different operation methods, meeting the marking needs in different scenarios, improving the interactive experience, and making the operation more convenient and intuitive.

[0212] Furthermore, Figure 7 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.

[0213] The memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 7 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0214] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. The processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can 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. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0215] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the above-described information processing method. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0216] Specifically, the information processing method includes: providing a first functional control on a graphical user interface, the first functional control being configured to implement different marking functions in response to different operations, the marking functions including: in response to a first operation on the first functional control, determining a marking range, marking a second virtual object located within the marking range and displaying first marking information; and in response to a second operation on the first functional control, determining a marking direction, marking a second virtual object located in the marking direction and displaying second marking information.

[0217] Optionally, the first tag information is the same as the second tag information, or the first tag information is different from the second tag information.

[0218] Optionally, the step of determining the marking range includes: determining the detection area of ​​the target shape based on the game's field of view information; and determining the marking range based on the detection area.

[0219] Optionally, the step of determining the mark direction includes: determining the mark direction based on the aiming direction.

[0220] Optionally, the method further includes: determining the field of view of the first virtual object; and determining the second virtual object displayed in the game's field of view based on the field of view.

[0221] Optionally, the second virtual object marked within the marked range is the second virtual object displayed in the game's field of view; the second virtual object marked in the marked direction is the second virtual object displayed in the game's field of view.

[0222] Optionally, determining the detection area of ​​the target shape based on the game's field of view information includes: obtaining the character orientation of the first virtual object or the field of view orientation of the game's field of view; determining the central axis based on the character orientation or field of view orientation; and determining the fan-shaped detection area based on the central axis.

[0223] Optionally, the marking information includes at least one of the following: location information, type identifier, and display color of the marked second virtual object, wherein the display color is determined according to the type and / or quality of the second virtual object.

[0224] Optionally, the second operation is a drag operation. In response to the second operation on the first functional control, the step of determining the mark direction includes: in response to the drag operation on the first functional control, adjusting the aiming direction according to the drag direction; and determining the mark direction according to the adjusted aiming direction.

[0225] Optionally, the method further includes: when there is no second virtual object within the preset range, determining the target scene location in the game scene according to the preset direction; marking the target scene location and displaying the marking information.

[0226] Optionally, the method further includes: controlling the sending of a marking prompt message corresponding to the marking information to the terminal device of a virtual object that is in the same camp as the first virtual object, and displaying the marking prompt message on the graphical user interface of the terminal device of the virtual object in the same camp.

[0227] Optionally, the method further includes: configuring the marker information to make the target virtual object visible when the distance between the marker and the target virtual object meets a preset distance threshold, wherein the target virtual object includes virtual objects of the same or different factions as the first virtual object.

[0228] Optionally, the graphical user interface includes a map display area corresponding to the game scene, and the method further includes: controlling the display of map markers corresponding to the marker information in the map display area.

[0229] Optionally, the step of marking the second virtual object within the marking range includes: the method further includes: marking the second virtual object within the marking range while maintaining the initial aiming indicator displayed on the graphical user interface.

[0230] Optionally, the method further includes: in response to a second operation on the first functional control, controlling to change the initial aiming identifier to a marked aiming identifier, wherein the display parameters of the marked aiming identifier are different from the display parameters of the initial aiming identifier.

[0231] The storage medium provided by the above embodiments enables the same marking control to switch marking modes according to different operation methods, meeting the marking needs in different scenarios, improving the interactive experience, and making the operation more convenient and intuitive.

[0232] If a function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, a portable hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0233] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of 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.

[0234] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. An information processing method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, the GUI including a game view screen, wherein the game view screen at least partially includes a game scene and a first virtual object corresponding to the terminal device. A first functional control is provided on the graphical user interface. The first functional control is configured to implement different marking functions in response to different operations. The marking functions include: In response to a first operation on a first functional control, a marking range is determined, a second virtual object located within the marking range is marked, and first marking information is displayed; and, In response to a second operation on the first functional control, a marking direction is determined, a second virtual object located in the marking direction is marked, and second marking information is displayed.

2. The method according to claim 1, characterized in that, The step of determining the mark range includes: The detection area for the target shape is determined based on the game's field of view information; The marking range is determined based on the detection area.

3. The method according to claim 1, characterized in that, The step of determining the marker direction includes: The direction of the mark is determined based on the aiming direction.

4. The method according to claim 1, characterized in that, The method further includes: Determine the field of view of the first virtual object; The second virtual object displayed in the game's field of view is determined based on the field of view.

5. The method according to claim 4, characterized in that, The second virtual object marked within the marked range is the second virtual object displayed in the game's field of view; the second virtual object marked in the marked direction is the second virtual object displayed in the game's field of view.

6. The method according to claim 2, characterized in that, The detection area for determining the target shape based on game field of view information includes: Obtain the character orientation of the first virtual object or the field of view orientation of the game's view screen; The central axis is determined based on the character's orientation or the viewpoint orientation. The sector-shaped detection area is determined based on the central axis.

7. The method according to claim 1, characterized in that, The marking information includes at least one of the following: the location information, type identifier, and display color of the marked second virtual object, wherein the display color is determined according to the type and / or quality of the second virtual object.

8. The method according to claim 3, characterized in that, The second operation is a drag operation, and the step of determining the marker direction in response to the second operation on the first functional control includes: In response to a drag operation on the first functional control, the aiming direction is adjusted according to the drag direction; The marking direction is determined based on the adjusted aiming direction.

9. The method according to claim 1, characterized in that, The method further includes: When the second virtual object does not exist within the preset range, the target scene location in the game scene is determined according to the preset direction; The target scene location is marked and the marking information is displayed.

10. The method according to claim 1, characterized in that, The method further includes: The system controls the sending of a marker prompt message corresponding to the marker information to the terminal device of a virtual object that is in the same camp as the first virtual object, and displays the marker prompt message on the graphical user interface of the terminal device of the virtual object in the same camp.

11. The method according to claim 1, characterized in that, The method further includes: the marking information is configured to be visible to the target virtual object when the distance between the marking information and the target virtual object meets a preset distance threshold, wherein the target virtual object includes virtual objects of the same faction and virtual objects of different factions as the first virtual object.

12. The method according to claim 1, characterized in that, The graphical user interface includes a map display area corresponding to the game scene, and the method further includes: Control the display of map markers corresponding to the marker information in the map display area.

13. The method according to claim 1, characterized in that, The step of marking the second virtual object located within the marked range includes: While maintaining the initial aiming marker displayed on the graphical user interface, the second virtual object located within the marked area is marked.

14. The method according to claim 13, characterized in that, The method further includes: In response to a second operation on the first functional control, the control changes the initial aiming identifier to a marked aiming identifier, wherein the display parameters of the marked aiming identifier are different from the display parameters of the initial aiming identifier.

15. An information processing device, characterized in that, include: The display module is configured to provide a first functional control on the graphical user interface, the first functional control being configured to implement different marking functions in response to different operations; The marking function module is configured to, in response to a first operation on a first function control, determine a marking range, mark a second virtual object located within the marking range, and display first marking information; In response to a second operation on the first functional control, a marking direction is determined, a second virtual object located in the marking direction is marked, and second marking information is displayed.

16. An electronic device, characterized in that, It includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the information processing method according to any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the information processing method according to any one of claims 1 to 14.