Marking information display method and apparatus, computer program, and electronic device

The method integrates entry presentation and invitation processes in multiplayer games, enhancing marking information display efficiency by allowing direct invitations from marked points, addressing the inefficiencies in conventional systems.

JP2025535804AActive Publication Date: 2025-10-28TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2025521494
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-12-29
Filing Date
2023-11-23
Publication Date
2025-10-28
Estimated Expiration
2043-11-23

AI Technical Summary

Technical Problem

Conventional multiplayer games suffer from low efficiency in displaying marking information during the game preparation stage, requiring multiple clicks for marking points and sending invitations, which are separate processes.

Method used

A method and apparatus that display entry presentation information and send invitation information in response to an operation on a target scene point, simplifying the marking and invitation processes by integrating them into a single operation.

Benefits of technology

Enhances marking information display efficiency by allowing players to send invitations directly from the marked point, reducing the complexity and improving operational efficiency in game preparation.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure provides a marking information display method and device, a storage medium, and an electronic device. The method includes the steps of: displaying a preparation user interface before the first virtual object enters a virtual game scene arranged for the game mission after determining that the first virtual object will participate in a game mission; presenting entry presentation information matching the target scene point when a target scene point in a scene map is marked, the entry presentation information presenting an entry position when the first virtual object enters the virtual game scene and a mission counter strategy matching the entry position; and sending first entry invitation information to a second virtual object participating in the game mission in response to an operation on an invitation widget matching the target scene point, the first entry invitation information inviting the second virtual object to follow the first virtual object into the virtual game scene. The present disclosure solves the technical problem of low display efficiency of conventional marking information.
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Description

[Technical Field]

[0001] This application claims priority to a Chinese patent application filed with the China Patent Office on December 29, 2022, bearing application number 202211711919.2 and entitled "Method and apparatus for displaying marking information, storage medium, and electronic device," the entire contents of which are incorporated herein by reference.

[0002] The present application relates to the field of computers, and more particularly to a method and apparatus for displaying marking information, a storage medium, and an electronic device. [Background technology]

[0003] In a conventional multiplayer competitive game, multiple players belonging to the same camp can mark points on a game map from the game preparation stage until the game officially starts, and can communicate to other teammates through the marked points on the map that "this is the place I want to go." After marking a point, a player can also invite other teammates to follow them to the marked point. This ensures that the teammates are in the same virtual game scene after the game starts.

[0004] In conventional games, after a player marks a point, the player does not know whether other players can receive information about the marked point. Furthermore, in conventional games, marking a point and descending are separate processes. Therefore, if a player wants to send an invitation after marking a point, or if a player wants to apply for a follow-up after receiving information about a point marked by another teammate, multiple clicks are required, resulting in complex and inefficient operations. In other words, the related art has a technical problem of low efficiency in displaying marking information during the game preparation stage.

[0005] At present, no effective solution has been proposed to the above problem. Summary of the Invention [Problem to be solved by the invention]

[0006] The embodiments of the present application provide a method and apparatus for displaying marking information, a storage medium, and an electronic device, which solve at least the technical problem of low efficiency in displaying marking information in the related art. [Means for solving the problem]

[0007] According to one aspect of an embodiment of the present application, there is provided a method for displaying marking information, including the steps of: after a decision is made to have a first virtual object participate in a game mission, displaying a preparation user interface before the first virtual object enters a virtual game scene arranged for the game mission, wherein a scene map corresponding to the virtual game scene is displayed in the preparation user interface; when a target scene point in the scene map is marked, presenting entry presentation information matching the target scene point, wherein the entry presentation information is for presenting an entry position when the first virtual object enters the virtual game scene and a mission counter strategy matching the entry position; and in response to an operation on an invitation widget matching the target scene point, sending first entry invitation information to a second virtual object participating in the game mission, wherein the first entry invitation information is for inviting the second virtual object to follow the first virtual object into the virtual game scene.

[0008] According to another aspect of an embodiment of the present application, there is further provided a marking information display device including: a display unit for displaying a preparation user interface after a decision is made to have a first virtual object participate in a game mission and before the first virtual object enters a virtual game scene arranged for the game mission, wherein a scene map corresponding to the virtual game scene is displayed in the preparation user interface; a presentation unit for presenting entry presentation information matching the target scene point when a target scene point in the scene map is marked, wherein the entry presentation information is for presenting an entry position when the first virtual object enters the virtual game scene and a mission counter strategy matching the entry position; and a transmission unit for transmitting first entry invitation information to a second virtual object participating in the game mission in response to an operation on an invitation widget matching the target scene point, wherein the first entry invitation information is for inviting the second virtual object to follow the first virtual object into the virtual game scene.

[0009] According to yet another aspect of an embodiment of the present application, there is further provided a computer-readable storage medium having a computer program stored thereon, the computer program being configured to execute the above-described method for displaying marking information when executed.

[0010] According to yet another aspect of an embodiment of the present application, there is provided a computer program product or computer program including computer instructions stored on a computer-readable storage medium, the computer instructions being read from the computer-readable storage medium and executed by a processor of a computing device to cause the computing device to perform the method for displaying marking information described above.

[0011] According to yet another aspect of an embodiment of the present application, there is further provided an electronic device including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to execute the method for displaying marking information according to the computer program. [Effects of the Invention]

[0012] In the embodiment of the present application, when a target scene point is marked on the scene map in the preparation user interface of the first virtual object, corresponding entry presentation information is generated and presented. Then, invitation information is sent to other virtual objects in response to a sending operation, thereby transmitting the marking information to the other virtual objects in an invitation format. This ensures that the other virtual objects can receive the marking information of the current player, simplifies the marking information display operation and the invitation operation, solves the technical problem of low marking information display efficiency in the conventional game preparation stage, and achieves the technical effect of improving marking information display efficiency. [Brief explanation of the drawings]

[0013] The drawings described herein are intended to provide a further understanding of the embodiments of the present application and constitute a part of the present application. The exemplary embodiments and the description thereof are intended to serve as an interpretation of the present application and are not to be construed as an undue limitation of the present application. [Figure 1] FIG. 1 is a schematic diagram of a hardware environment of a method for displaying marking information according to an embodiment of the present application. [Figure 2] FIG. 2 is a flowchart of a method for displaying marking information according to an embodiment of the present application. [Figure 3] FIG. 3 is a schematic diagram of a method for displaying marking information according to an embodiment of the present invention. [Figure 4] FIG. 4 is a schematic diagram of another method for displaying marking information according to an embodiment of the present invention. [Figure 5] FIG. 5 is a schematic diagram of yet another method for displaying marking information according to an embodiment of the present invention. [Figure 6] FIG. 6 is a schematic diagram of yet another method for displaying marking information according to an embodiment of the present invention. [Figure 7] FIG. 7 is a schematic diagram of yet another method for displaying marking information according to an embodiment of the present invention. [Figure 8] FIG. 8 is a schematic diagram of yet another method for displaying marking information according to an embodiment of the present invention. [Figure 9] FIG. 9 is a schematic diagram of yet another method for displaying marking information according to an embodiment of the present invention. [Figure 10] FIG. 10 is a schematic diagram of yet another method for displaying marking information according to an embodiment of the present invention. [Figure 11] FIG. 11 is a schematic diagram of yet another method for displaying marking information according to an embodiment of the present invention. [Figure 12] FIG. 12 is a flowchart of another method for displaying marking information according to an embodiment of the present application. [Figure 13] FIG. 13 is a flowchart of another method for displaying marking information according to an embodiment of the present application. [Figure 14] FIG. 14 is a structural schematic diagram of a marking information display device according to an embodiment of the present application. [Figure 15] FIG. 15 is a structural schematic diagram of an electronic device according to an embodiment of the present application. DETAILED DESCRIPTION OF THE INVENTION

[0014] In order to allow those skilled in the art to better understand the solutions of the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application. Of course, the described embodiments are only a part of the embodiments of the present application, and are not all of the embodiments. All other embodiments that can be obtained by those skilled in the art based on the embodiments of the present application without any creative efforts shall fall within the scope of protection of the present application.

[0015] It should be noted that the terms "first," "second," and the like in the specification, claims, and drawings of this application are intended to distinguish between similar objects and not necessarily to describe a particular order or chronological order. It should be understood that the data so used may be interchanged where appropriate, such that the embodiments of the application described herein can be practiced in orders other than those illustrated or described herein. Furthermore, the terms "comprise," "have," and any variations thereof are intended to include non-exclusive inclusions; for example, a process, method, system, product, or device comprising a series of steps or units is not necessarily limited to those steps or units explicitly stated, but may include other steps or units not explicitly stated, or other steps or units inherent to such process, method, product, or device.

[0016] According to one aspect of the present application, a method for displaying marking information is provided. In one embodiment, the method for displaying marking information may be applied to a system for displaying marking information in a hardware environment as shown in FIG. 1, but is not limited to this. The system for displaying marking information may include, but is not limited to, a terminal device 102, a network 104, a server 106, a database 108, and a terminal device 110. An application client is executed on each of the terminal device 102 and the terminal device 110 (as shown in FIG. 1, a game application client is an example of the application client). Each of the terminal device 102 and the terminal device 110 includes a human-computer interaction display, a processor, and a memory. The human-computer interaction display displays a virtual game scene (e.g., the virtual game scene shown in FIG. 1) and further accepts human-computer interaction operations for controlling a virtual object in the virtual scene, thereby providing a human-computer interaction interface for controlling the virtual object to complete a game mission set in the virtual scene. The processor generates an interaction command in response to the human-computer interaction operation and transmits the interaction command to the server. The memory stores related attribute data, such as object attribute information of the controlled virtual object and attribute information of the possessed virtual item. Here, the attribute information may include, but is not limited to, information for identifying the origin and current location of the object or item. The terminal device 102 executes a client controlling a first virtual object, and if the second virtual object is a virtual object controlled by the terminal device 110, the terminal device 110 executes a client controlling the second virtual object. Here, the second virtual object and the first virtual object may be controlled to perform interaction events, such as attack events, defense events, and skill release events, in the game.

[0017] The server 106 also includes a processing engine for performing storage or read operations on the database 108. Specifically, the processing engine reads virtual scene information for each virtual object and operation information to be executed on the virtual object from the database 108. Assuming that the terminal device 102 in FIG. 1 controls a first virtual object and the terminal device 110 controls a second virtual object in the same game mission, a specific process of this embodiment includes the following steps S102 to S114. In steps S102 to S106, after it is determined that the first virtual object will participate in the game mission, a preparation user interface is displayed before the first virtual object enters the virtual game scene where the first virtual object is placed for the game mission. The preparation user interface displays a scene map corresponding to the virtual game scene. If a target scene point in the scene map is marked, entry presentation information matching the target scene point is presented. The entry presentation information is for presenting an entry position of the first virtual object when it enters the virtual game scene and a mission-playing strategy that matches the entry position. In response to an operation on the invitation widget that matches the target scene point, first entry invitation information is sent to a second virtual object participating in the game mission. The first entry invitation information is for inviting the second virtual object to follow the first virtual object into the virtual game scene. Then, in step S108, the terminal device 102 sends the first entry invitation information to the server 106 and the terminal device 110 via the network 104. The terminal device 110 executes step S110 and returns feedback information to the server 106 and the terminal device 102 via the network 104. The feedback information indicates whether the second virtual object has accepted the first entry invitation information. Then, in step S112, the server 106 determines the following status of the first virtual object and the second virtual object based on the feedback information. In step S114, the server 106 transmits control information to the terminal device 102 and the terminal device 110 via the network 104.The control information is for controlling the first and second virtual objects to enter a game scene based on the following situation: when the second virtual object is following the first virtual object, the control information controls the second virtual object to follow the first virtual object and enter a marked target scene point; when the second virtual object is not following the first virtual object, the control information controls the second and first virtual objects to enter a selected virtual scene, respectively.

[0018] In another embodiment, when the terminal device 102 or the terminal device 110 has a relatively powerful computing capability, the above step S112 may be performed by the terminal device 102 or the terminal device 110. The embodiment described herein is an example, and the embodiments of the present application do not make any limitations thereon.

[0019] In an embodiment, the terminal device may be a terminal device on which an application client is deployed, including, but not limited to, at least one of a mobile phone (e.g., an Android mobile phone, an iOS mobile phone, etc.), a laptop, a tablet PC, a palmtop PC, a mobile internet device (MID), a PAD, a desktop PC, a smart TV, etc. The application client may also be a client supporting a game mission, such as a video client, an instant messaging client, a browser client, or an educational client. The network may include, but is not limited to, a wired network, a wireless network, etc. The wired network includes a local area network, a metropolitan area network, and a wide area network, and the wireless network includes Bluetooth (registered trademark), Wi-Fi, and other networks that realize wireless communication. The server may be a single server, a server cluster consisting of multiple servers, or a cloud server. The above is merely an example, and no limitation is imposed on the embodiments of the present application.

[0020] In an embodiment, the marking information display method may be applied to a game-based terminal application (APP) that executes a predetermined competitive game mission in a virtual scene, such as, but not limited to, a virtual competitive game application among multiplayer online battle arena (MOBA) applications. The competitive game mission may be, but is not limited to, a game mission executed through competitive interaction between a virtual object in a virtual scene controlled by a current player through human-computer interaction operations and a virtual object controlled by another player. Furthermore, the marking information display method may be applied to a massively multiplayer online role-playing game (MMORPG)-based terminal application. In such a game, a current player can role-play and execute social game missions in the game from a first-person perspective of the virtual object, for example, by executing game missions together with other virtual objects. Here, the social game mission may be executed within an application (e.g., a game APP that is not executed independently) as a plug-in, applet, etc., or may be executed within a game engine (e.g., a game APP that is executed independently), but is not limited to these. The types of game applications may include at least one of two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications, but are not limited to these. The above is merely an example, and no limitation is imposed on the embodiments of the present application.

[0021] As an embodiment, as shown in FIG. 2, the method for displaying marking information includes the following steps S202 to S206.

[0022] In step S202, after it is determined that the first virtual object will participate in the game mission, a preparation user interface is displayed before the first virtual object enters the virtual game scene where the first virtual object is arranged for the game mission, and a scene map corresponding to the virtual game scene is displayed in the preparation user interface.

[0023] In S204, when the target scene point in the scene map is marked, entry presentation information matching the target scene point is presented. The entry presentation information is for presenting the entry position when the first virtual object enters the virtual game scene and the mission counter strategy matching the entry position.

[0024] In S206, in response to an operation on the invitation widget that matches the target scene point, first entry invitation information is sent to a second virtual object participating in the game mission, the first entry invitation information being for inviting the second virtual object to follow the first virtual object into the virtual game scene.

[0025] In step S202, the first virtual object may be a virtual character, avatar, or virtual person controlled by a player in a game. In an embodiment, the player may control the first virtual object to mark a target scene point in the virtual scene map through the method in the above step, and send first entry invitation information to a second virtual object in response to an operation on the invitation widget.

[0026] The above game mission may be a multiplayer competitive game mission. The multiplayer competitive game mission may be a game mission in which game teams are divided in advance. That is, virtual objects belonging to different game teams are determined before the start of the game, and virtual objects belonging to the same game team win the game by defeating virtual objects of other teams in the game mission. In an embodiment, the multiplayer competitive game mission may be a game mission in which game teams are not divided in advance. Multiple virtual objects participating in the above game mission may freely form teams after the start of the game, and the game competition may be conducted using the formed game teams as units. In the first stage of the game, virtual objects of other teams may be defeated on a team-by-team basis, but in the second stage of the game, all other virtual objects in the game mission must be defeated to win the game. The above-mentioned form of the multiplayer competitive game is merely an example and does not limit the game form adopted in an actual multiplayer competitive game.

[0027] In the above-mentioned multi-player competitive game mission, all game players may first enter the same initial virtual scene and perform corresponding operations in the game preparation stage, such as changing the virtual clothing or virtual decoration of the virtual object in the game mission, or may perform related operations such as formulating a game strategy in the game preparation stage, such as selecting a target virtual scene as an initial scene of the game or selecting a target game strategy as an initial action plan for the game. The above-mentioned preparation user interface may be a game operation user interface corresponding to the first virtual object in the game preparation stage, and the game operation user interface may include a virtual game scene and a scene map corresponding to the virtual game scene.

[0028] The above-mentioned scene map will be further described below. The above-mentioned scene map may include, but is not limited to, two types of scene maps. The first type of scene map may be a minimap displayed on the upper right of the preparation user interface, and the range of the game scene displayed on the minimap corresponds to the virtual game scene where the first virtual object is located. The second type of scene map may include an overall map displayed on the right of the preparation user interface, and the range of the game scene displayed on the overall map corresponds to the entire game scene corresponding to the entire game mission.

[0029] FIG. 3 is a schematic diagram of a game preparation user interface. The game map 301 shown in FIG. 3 is a scene map serving as a minimap. The game map 301 displays the object identifiers of multiple virtual objects belonging to the same camp as the first virtual object and thumbnails corresponding to the game scene in which the first virtual object is currently located. For example, the game map 301 displays the object identifiers "1," "2," "3," "4," and "5" of multiple virtual objects belonging to the same camp as the first virtual object. The preparation user interface corresponding to the first virtual object also displays preparation prompt information indicating "15 seconds until performance begins." The preparation user interface also displays a first virtual item 302 for attacking other virtual objects in the game mission and one or more operation widgets. The operation widget may include a movement widget 303 for controlling the first virtual object to move within the virtual scene and a shooting widget 304 for controlling the first virtual item 302 to attack other virtual objects. The operation widget may also include a switching widget for switching the virtual attack item.

[0030] FIG. 4 is a schematic diagram of another game preparation user interface. The game map 401 shown in FIG. 4 is a scene map as an overall map, and the scene range displayed on this map corresponds to the game scene corresponding to the entire game mission. For example, the game map 401 shows that the scene of the game mission includes two different islands, with the smaller island including the game scene "Base A," and the game scenes on the larger island including "City B," "Mountain C," "Farm D," "Mine E," "Port F," "City G," etc. The game map 401 shows the entire game scene range in which the first virtual object can operate in the game mission.

[0031] In an embodiment, the first type of scene map and the second type of scene map can be switched between. For example, in FIG. 3, clicking on game map 301 can switch to displaying game map 401 in FIG. 4. In FIG. 4, clicking on the cancel widget in the upper right corner of game map 401 can return to displaying game map 301 in FIG. 3. The above switching method is merely an example and does not limit the switching method employed in a specific embodiment.

[0032] As shown in FIG. 4 , a plan box is further displayed on the left side of the game map 401, including a first strategy widget 402 for displaying game plan information for a first virtual object and a second strategy widget 403 for displaying game plan information for a second virtual object in the same camp as the first virtual object.

[0033] Furthermore, in step S204, the game player may control the first virtual object to mark a target scene point on the scene map, thereby determining a location in the virtual game scene where the first virtual object will first arrive after officially entering the game mission. The presentation information may be associated with the target scene point marked on the scene map and may further include target scene point information and a corresponding mission completion strategy. In an embodiment, when the first virtual object marks a target scene point on the scene map, the marked target scene point may be set as a default entry location when the first virtual object enters the virtual game scene.

[0034] The correspondence between the entry positions and the mission counter strategies that match the entry positions may be preset. For example, if the mission counter strategies include "gathering," "battle," and "development," the correspondence between the entry positions and the counter strategies may be "Base A" - "development," "City B, City G, and Port F" - "battle," or "Mountain C, Mine E, and Farm D" - "gathering." Note that the preset correspondences are merely examples and do not limit the specific correspondences that may be set in a specific embodiment.

[0035] 5, when "B City" on the game map 401 is marked as a mark point 404, corresponding entry presentation information 405 may be displayed on the left side of the game map 401, i.e., at a position corresponding to the first strategy widget 402. Specific information may include title information "My Mark Point," entry position information "B City," and strategy information "Battle" corresponding to the position selected by default.

[0036] Furthermore, in the above step S206, an invitation widget corresponding to the marked target scene point may be further displayed simultaneously with displaying the entry presentation information. Furthermore, in response to an operation on the invitation widget, first entry invitation information may be sent to the second virtual object. In an embodiment, the above first entry invitation information is for inviting the second virtual object to follow the first virtual object and enter the virtual game scene corresponding to the marked target scene point.

[0037] In an embodiment, if the game mission is a multiplayer competitive game mission in which teams are pre-divided, the second virtual object may be a virtual object belonging to the same camp as the first virtual object. In one embodiment, the second virtual object may be a virtual object belonging to the same camp as the first virtual object and whose following state is not limited. In another embodiment, the second virtual object may be a virtual object belonging to the same camp as the first virtual object and in a non-following state and a state in which an invitation has not been sent. The non-following state indicates that the second virtual object is not a follower of another virtual object, and the non-sent invitation state indicates that the second virtual object has not sent a follow invitation to another virtual object. The above-mentioned limited forms of the second virtual object are merely examples and do not limit the second virtual object in specific embodiments.

[0038] In an embodiment, the first entry invitation information sent to the second virtual object may have a corresponding relationship with the entry presentation information displayed in step S204. That is, the first entry information may include, but is not limited to, the entry position selected by the first virtual object when entering the virtual game scene and the mission counter strategy matching the entry position.

[0039] In an embodiment, the following relationship may be established between the second virtual object and the first virtual object when the second virtual object accepts the first entry invitation information. In one embodiment, when the game preparation stage for the first virtual object and the second virtual object is completed, the first virtual object and the second virtual object may ride a virtual vehicle and move to a specific virtual scene in a game mission. If the virtual vehicle is a virtual automobile, the following relationship may be such that the second virtual object and the first virtual object ride the same virtual automobile and go to the same virtual scene. If the virtual vehicle is a virtual aircraft, the following relationship may be such that the second virtual object and the first virtual object ride the same virtual aircraft and "descend" to the same virtual scene at the same time. The above description of the following relationship is merely an example and does not limit the following form in specific embodiments.

[0040] According to the above embodiment of the present application, when a target scene point is marked on the scene map in the preparation user interface of the first virtual object, corresponding entry presentation information is generated and presented. Then, in response to a sending operation, invitation information is sent to another virtual object, thereby transmitting the marking information to the other virtual object in an invitation format. This ensures that the other virtual object can receive the marking information of the current player, simplifies the marking information display operation and the invitation operation, solves the technical problem of low marking information display efficiency in the conventional game preparation stage, and achieves the technical effect of improving marking information display efficiency.

[0041] In one embodiment, when displaying a preparation user interface before the first virtual object enters the virtual game scene arranged for a game mission, the marking information display method further includes the following steps S1 and S2.

[0042] In step S1, if a marking operation for a target scene point on the scene map has not been performed, a first strategy widget corresponding to a first virtual object displayed on the preparation user interface is set to an unplanned state, which indicates that a mission counter strategy has not been determined.

[0043] In S2, when a marking operation is received for a target scene point on the scene map, the marked target scene point is displayed on the scene map, and the first strategy widget is adjusted from an unplanned state to a planned state. The first strategy widget in the planned state indicates that a mission counter strategy has been determined.

[0044] In an embodiment, the preparation user interface may display a scene map as well as a strategy widget for displaying planned mission counter strategies.

[0045] As shown in FIG. 4, if a marking operation for a target scene point on the scene map is not received, the first strategy widget corresponding to the first virtual object displayed on the preparation user interface is set to an unplanned state. That is, the strategy widget corresponding to the current player is displayed blank in the "Plan" column in FIG. 4. As shown in FIG. 5, if a marking operation for a target scene point on the scene map is received, the marked target scene point, i.e., the mark point 404, is displayed on the scene map, and the first strategy widget 402 is adjusted from an unplanned state to a planned state. In the embodiment, the above-mentioned first strategy widget is the "Plan" column area corresponding to the entry presentation information 405.

[0046] In an embodiment, when the target scene point marked on the scene map is changed, the entry presentation information displayed in the first strategy widget may be changed according to the changed target scene point.

[0047] According to the above embodiment of the present application, according to the marking status in the scene map (indicating whether the target scene point is marked or not), the corresponding first strategy widget can be displayed, and the corresponding strategy information can be displayed in real time by the first strategy widget, thereby improving the display efficiency of the first strategy widget.

[0048] In one embodiment, the step of presenting entry presentation information that matches the target scene point includes the following steps S1 and S2.

[0049] In S1, the area type of the scene area in which the entry position corresponding to the target scene point is located is determined.

[0050] In S2, the entry position is presented and a mission counter strategy that matches the area type is presented.

[0051] In an embodiment, the correspondence between the above-mentioned target scene points and the corresponding mission counter strategies may be determined according to the area type of the scene area. For example, the above-mentioned area types may be classified according to the amount of virtual resources, for example, into three areas: "high resource", "medium resource", and "low resource". For an area of ​​the "high resource" type, the corresponding mission counter strategy may be "development". For an area of ​​the "medium resource" type, the corresponding mission counter strategy may be "combat". For an area of ​​the "low resource" type, the corresponding mission counter strategy may be "gathering". The above area types may be classified according to the terrain of the area. For example, for terrain suitable for ambush operations, the corresponding mission counter strategy may be "development". For terrain suitable for urban combat, the corresponding mission counter strategy may be "combat". For an area unsuitable for combat, the corresponding mission counter strategy may be "gathering".

[0052] In a specific embodiment, area types may be classified according to the terrain characteristics of the target scene point. For example, in FIG. 5 , the terrain type corresponding to "Base A" is "terrain suitable for ambush operations," the terrain types corresponding to "City B," "City G," and "Port F" are "terrain suitable for urban combat," and the terrain types corresponding to "Mountain C," "Mine E," and "Farm D" are "areas unsuitable for battle." Furthermore, the correspondence between specific scenes and mission strategies may be determined based on the correspondence between the area types and mission strategies. For example, if the mission strategies include "gathering," "battle," and "development," the correspondence between the entry positions and mission strategies may be "Base A" - "development," "City B, "City G," and "Port F" - "battle," or "Mountain C," "Mine E," and "Farm D" - "gathering." Note that the above-described preset correspondences are merely examples and do not limit the specific correspondences set in a specific embodiment.

[0053] Hereinafter, a method for dividing different areas in an embodiment of the present application will be described with reference to Fig. 5. In the embodiment, it is necessary to divide different areas in the map 401 in advance and assign an "identifier" and a "type" to each area. Specific steps may include the following S1 to S4.

[0054] In S1, an area is divided.

[0055] In S2, the coordinate range of the area is determined.

[0056] In S3, the area is assigned an "identifier" and a "type."

[0057] In S4, the player's mark point is acquired, and it is determined whether the coordinates of the mark point are within the coordinate range.

[0058] For example, if the coordinate range of "B City" in Fig. 5 is X: 400-800, Y: 600-12000, when it is determined that the mark point of the first virtual object is within the coordinate range of "B City", the entry presentation information 405 is automatically determined. That is, the mission counter strategy corresponding to the type and identifier of "B City" is determined to be "Battle", and further, the entry presentation information 405 is determined to be "B City, Battle".

[0059] According to the above embodiment of the present application, when the area type of the scene area where the entry position is located is determined, the corresponding mission counter strategy can be automatically determined, thereby improving the efficiency of confirming the mission counter strategy.

[0060] In one embodiment, after the step of presenting a mission counter strategy that matches the area type, the method for displaying marking information further includes a step of switching the mission counter strategy in response to a switching operation for the mission counter strategy.

[0061] In an embodiment, after presenting an entry position and presenting a mission counter strategy that matches the area type, the mission counter strategy may be switched in response to a selection operation by the player. For example, in Fig. 5, the preset mission counter strategy corresponding to "City B" is "Battle," but the mission counter strategy may be switched in response to a selection operation by the player, for example, from "Battle" to "Development."

[0062] The above-described embodiment of the present application provides a method for switching between mission counter strategies, thereby enabling players to select mission counter strategies and achieving the technical effect of flexibly switching between mission counter strategies.

[0063] In one embodiment, after the step of sending the first entry invitation information to the second virtual object participating in the game mission, the method for displaying the marking information further includes the following steps S1 to S3.

[0064] In S1, a first virtual object is controlled to enter the virtual game scene from an entry position.

[0065] In S2, if it is determined that the second virtual object will follow the first virtual object based on the first entry invitation information, an entry scene user interface corresponding to the entry position is displayed, and the first virtual object that has entered sequentially and the second virtual object following the first virtual object are displayed on the entry scene user interface.

[0066] In S3, if it is not determined that the second fictitious object follows the first fictitious object according to the first entry invitation information, an entry scene user interface corresponding to the entry position is displayed, and the entered first fictitious object is displayed on the entry scene user interface.

[0067] In an embodiment, after sending the first entry invitation to the second virtual object participating in the game mission, the invitation widget may be controlled to be displayed in a cooling state, i.e., a time countdown state. For example, after an invitation widget such as the "Send Descent Invite" widget in FIG. 5 is triggered, the invitation widget may be controlled to display a "30s" countdown, and the invitation widget may be further controlled to display a 30s countdown (not shown in FIG. 5) to prevent the first virtual object from frequently sending follow-up invitations.

[0068] In the embodiment, if the second fictitious object accepts the first invitation information sent by the first fictitious object, the following relationship between the second fictitious object and the first fictitious object is confirmed, and if the first fictitious object enters the virtual game scene from the entry position, the second fictitious object is controlled to follow the first fictitious object and enter the virtual game scene from the same entry position. If the second fictitious object does not decide to follow the first fictitious object based on the first entry invitation information, the first fictitious object is displayed as entering the virtual game scene from the entry position.

[0069] Furthermore, in an embodiment, when the means for the first virtual object to enter the official game mission from the preparation stage is to board a virtual flying object, the method for displaying the entry scene user interface corresponding to the entry position may be for the first virtual object to enter the scene screen by virtual descent from the virtual flying object at the corresponding entry time. Accordingly, when the second virtual object and the first virtual object are in a following relationship, the second virtual object is controlled to follow the first virtual object and enter the same scene screen by virtual descent at the same time.

[0070] According to the above-described embodiment of the present application, a second virtual object in a following relationship with a first virtual object can be controlled to follow the first virtual object and enter the virtual scene screen at the same position and in the same manner, thereby automatically controlling the virtual objects in the following relationship to enter the same virtual scene, thereby improving the control efficiency of the second virtual object.

[0071] In one embodiment, when displaying a preparation user interface before the first virtual object enters the virtual game scene arranged for a game mission, the marking information display method further includes the following steps S1 to S3.

[0072] In step S1, an invitation presentation pop-up window is displayed, which presents second entry invitation information sent by a third virtual object participating in a game mission, and the second entry invitation information is used to invite the first virtual object to follow the third virtual object into the virtual game scene.

[0073] In S2, in response to an operation on the invitation acceptance widget displayed in the invitation presentation pop-up window, the invitation presentation pop-up window is closed, and it is determined that the first virtual object follows the third virtual object to enter the virtual game scene. If the first strategy widget is in an unplanned state, the first strategy widget is adjusted from the unplanned state to a planned state.

[0074] At S3, in response to an operation on a rejection widget displayed in the invitation presenting pop-up window, the invitation presenting pop-up window is closed, and it is determined that the first virtual object has rejected following the third virtual object into the virtual game scene.

[0075] In an embodiment, when a first virtual object controlled by a current player is in an unfollowed state and has not sent a follow invitation to another player, the first virtual object can receive a follow invitation sent by a virtual object controlled by another player. The follow invitation may be displayed in a preparation user interface as a pop-up window. The pop-up window is for inviting the first virtual object to follow the third virtual object and enter the virtual game scene.

[0076] In an embodiment, the invitation popup window may include the target identification information and target number information of the third virtual object that sent the invitation, the target scene point information marked by the third virtual object, and the mission strategy information that the third virtual object intends to adopt. Furthermore, the first virtual object may determine whether to accept the follow-up invitation sent by the third virtual object based on the relevant information included in the invitation popup window.

[0077] Furthermore, the invitation presentation pop-up window may include at least an "invitation acceptance widget" and a "rejection widget" to provide a means of quick feedback from the first virtual object to the third virtual object. Specifically, in response to an operation on the "invitation acceptance widget," it can be determined that the first virtual object has accepted the follow-up invitation sent by the third virtual object, and the plan state can be adjusted in the first strategy widget corresponding to the first virtual object. In response to an operation on the "rejection widget," it can be determined that the first virtual object has rejected the follow-up invitation sent by the third virtual object.

[0078] The invitation presentation pop-up window may be displayed in the center of the user interface, floating above other user interface elements, or in the lower right corner of the user interface, floating above other user interface elements. In the embodiment, the display position of the invitation presentation pop-up window is not limited. In the embodiment, the invitation presentation pop-up window may be displayed by fading in and then disappearing by fading out, or may be displayed by sliding in from the right side of the user interface and then disappearing by sliding out to the right side of the user interface. In the embodiment of the present application, the display method of the invitation presentation pop-up window is not limited.

[0079] A specific method for displaying the invitation pop-up window will be described below with reference to FIGS. 6 and 7. As shown in FIG. 6, when the current user interface where the first virtual object is located is displayed as a virtual scene screen corresponding to the preparation stage, the invitation pop-up window is displayed in the center of the user interface, as in the invitation pop-up window 601 displayed in the user interface of FIG. 6. The invitation pop-up window 601 includes at least the object identification information of the third virtual object, "Summer Breeze," the object number information, "2," the target scene point marked by the third virtual object, "City B," and the selected mission strategy information, "Battle." Accordingly, the invitation pop-up window 601 further includes an invitation acceptance widget "Check" located at the bottom center of the pop-up window and a rejection widget "X" located at the bottom right of the pop-up window. In an embodiment, the widget located at the bottom left of the pop-up window may be a detail display widget, and the mark point of the third virtual object and related invitation information may be displayed on the overall map in response to a trigger operation on the detail display widget.

[0080] As shown in FIG. 7, when the current user interface where the first virtual object is located is displayed as a preliminary overall map, the invitation presentation pop-up window may be displayed floating above the overall map, such as the invitation presentation pop-up window 701 shown in FIG. 7.

[0081] In FIG. 7, in response to a trigger operation on the “R” widget in the invitation presentation pop-up window 701, it is determined that the first fictitious object has become a follower of the third fictitious object, and the corresponding planned state is displayed in the first strategy widget at the bottom of the planning column on the right side of the overall map (not shown in FIG. 7).

[0082] In an embodiment, an invitation pop-up window may be displayed as shown in Figures 6 and 7, and a message corresponding to the invitation pop-up window, such as "(2) Summer Wind: Advance to City B to fight. Would you like to descend with us?" may be displayed in the conversation area of ​​the main page.

[0083] In the above embodiment of the present application, the follow-up invitation sent by the other virtual object is displayed on the user interface as a pop-up window, and a feedback widget is arranged, so that the first virtual object can easily provide follow-up information to the other virtual object that sent the follow-up invitation, and the player can quickly check whether the other player has received the marking information and accepted the follow-up invitation, thereby improving the display efficiency of the marking information.

[0084] In one embodiment, after the step of displaying the invitation presenting pop-up window, the marking information display method further includes the following steps S1 and S2:

[0085] In S1, the display time of the invitation presentation pop-up window is presented.

[0086] In S2, if no operation is received on the invitation acceptance widget or rejection widget displayed in the invitation presentation pop-up window even when the display time of the invitation presentation pop-up window reaches a target threshold, the invitation presentation pop-up window is closed.

[0087] In an embodiment, since the invitation presentation pop-up window can be displayed in the preparation user interface, it is also possible to set a display time for the invitation presentation pop-up window and present it in the invitation presentation pop-up window. For example, the display time may be presented in a countdown format. For example, the presented information may be determined according to the display time, such as "Invitation countdown: 3 seconds," "Invitation countdown: 2 seconds," or "Invitation countdown: 1 second." In another embodiment, the display time may be presented in a graphical format, such as a progress bar format or a pie chart format. In the embodiment, the method for presenting the display time is not limited.

[0088] 7, a display time may be displayed in the form of an invitation time progress bar 702 below the invitation presentation pop-up window 701, and when the display time of the invitation presentation pop-up window reaches a target threshold, the invitation presentation pop-up window 701 may be hidden. In an embodiment, when the display time of the invitation presentation pop-up window reaches the target threshold but no operation is performed on the invitation acceptance widget or rejection widget displayed in the invitation presentation pop-up window, it may be determined that the first fictitious object has rejected the follow-up invitation sent by the third fictitious object.

[0089] In the above embodiment of the present application, the invitation presentation pop-up window is displayed for a limited time, thereby preventing the pop-up window from being constantly displayed on the user interface and improving the display efficiency of the user interface. In addition, by presenting the invitation information as a pop-up window, the presentation effect of the invitation information can be improved.

[0090] In one embodiment, when displaying a preparation user interface before the first virtual object enters the virtual game scene arranged for a game mission, the marking information display method further includes the following steps S1 and S2.

[0091] In S1, if the second strategy widget displayed on the preparation user interface is in an unplanned state, it is determined that a fourth virtual object belonging to the same camp as the first virtual object has not decided on a mission counter strategy.

[0092] In S2, if the second strategy widget displayed on the preparation user interface is in a planned state, it is determined that a fourth virtual object belonging to the same camp as the first virtual object has decided on a mission counter strategy.

[0093] In an embodiment, when a virtual object belonging to the same camp as the first virtual object marks a target scene point on the map and sends a follow-up invitation, information about the corresponding mission counter strategy may be displayed in the second strategy widget.When a virtual object belonging to the same camp as the first virtual object does not mark a target scene point on the map or sends a follow-up invitation, the second strategy widget may be displayed blank.

[0094] A specific embodiment of the above method will be described below with reference to FIGS. 4 and 8. As shown in FIG. 4, if a virtual object belonging to the same camp as the first virtual object has not marked a target scene point on the map or sent a follow-up invitation, the second strategy widget 403 on the left side of the game map 401 is displayed blank. As shown in FIG. 8, if a third virtual object "Summer Wind" belonging to the same camp as the first virtual object marks a target scene point "B City" on the map and selects the strategy "Battle," related strategy presentation information may be displayed in the second strategy widget 801 on the left side of the game map. In this embodiment, because the first virtual object has not marked a target scene point on the map or sent a follow-up invitation to another virtual object, the first strategy widget 802 does not display strategy information related to the first virtual object.

[0095] According to the above embodiment of the present application, by displaying the related strategic information of virtual objects belonging to the same camp as the first virtual object in the second strategic widget, the technical problem that it is unclear to virtual objects belonging to the same camp whether other virtual objects understand the marking information or battle strategies is avoided, and the display efficiency of the marking information is improved.

[0096] In one embodiment, after determining that the fourth virtual object belonging to the same camp as the first virtual object has decided on a mission counter strategy, the marking information display method further includes the following steps S1 to S3.

[0097] In step S1, in response to an operation on the second strategy widget in the planned state, a reference entry position determined by a fourth virtual object and a reference mission counter strategy that matches the reference entry position are displayed. The reference entry position is the entry position at which the fourth virtual object enters the virtual game scene, and the reference mission counter strategy is the mission counter strategy that matches the entry position of the fourth virtual object.

[0098] In step S2, in response to an operation on a feedback widget corresponding to the reference mission counter strategy, the feedback widget is adjusted to a timing state, and feedback information of the first virtual object is presented based on a marking state of the scene map, the marking state indicating whether the first virtual object has marked a target scene point.

[0099] In S3, in response to an operation on the following widget corresponding to the reference mission counter strategy, the following widget is adjusted to a timing state, and if a following permission of the fourth virtual object is received, it is determined that the first virtual object will follow the fourth virtual object and enter the virtual game scene from the reference entry position.

[0100] In an embodiment, the second strategy widget may display strategic information about a fourth virtual object belonging to the same camp as the first virtual object, and may further include a feedback widget and a following widget. The feedback widget is for presenting feedback information about the first virtual object based on the marking status of the scene map, and the feedback information is typically negative feedback information such as refusal to follow to a related location or refusal to adopt a related mission counter strategy. The following widget is for sending a following request to the fourth virtual object, and determining that the first virtual object has become a follower of the fourth virtual object if the fourth virtual object accepts the following request.

[0101] Furthermore, in response to a trigger operation on the above feedback widget or following widget by the first virtual object, the corresponding widget may be adjusted to a timing state so as to avoid the first virtual object from frequently sending feedback information or frequently changing the following state.

[0102] A specific display method of the second strategy widget will be described below with reference to FIGS. 9 and 10. FIG. 9 shows a detailed display method of the second strategy widget shown in FIG. 8. The second strategy widget in FIG. 9 displays strategic information of virtual objects belonging to the same camp as the three first virtual objects, namely, strategic information of a virtual object having a teammate number of "1" and a teammate identifier of "Little Sheep and Big Wolf," strategic information of a virtual object having a teammate number of "2" and a teammate identifier of "Summer Wind," and strategic information of a virtual object having a teammate number of "3" and a teammate identifier of "Winter Snow." In an embodiment, the above three pieces of strategic information may be displayed in chronological order of generation. For example, the strategic information of the virtual object having a teammate number of "1" and a teammate identifier of "Little Sheep and Big Wolf" is the most recently generated strategic information, and the strategic information of the virtual object having a teammate number of "3" and a teammate identifier of "Winter Snow" is the first generated strategic information.

[0103] Furthermore, each piece of strategy information includes at least the following information elements. As shown in Fig. 9, each piece of strategy information includes at least a "teammate number," a "teammate identifier," a "marking type," an "entry position," a "counter strategy," a "feedback widget," and a "following widget." The "teammate number" is for indicating the unique number of the virtual object in the current camp, and the "teammate identifier" is for indicating the game ID of the virtual object in the game mission.

[0104] The above-mentioned "marking type" may specifically include a "first marking type" and a "second marking type." The "first marking type" corresponds to a single-point marking method. A player can mark a point by clicking on the overall map. A colored icon (ICON) with the player's number appears at the position on the map corresponding to the marked point, and the linear distance between the player and that position is displayed. Other players can also see the marked point on the map. The "second marking type" corresponds to line marking. A player can switch from "single-point marking" to "line marking" by clicking a button at the bottom left of the overall map. After switching, if the player clicks a point on the overall map, the starting point of a broken line is generated at that point. Clicking again generates a turning point of the broken line. Repeating this operation up to the fifth time generates a single broken line, and further clicks are no longer possible. As shown in Figure 9, the marking method used by "Little Sheep and Big Wolf" is "single-point marking," while the marking method used by "Winter Snow" is "line marking."

[0105] Furthermore, the "entry location" information and "counter strategy" information included in the above strategy information are information selected by virtual objects belonging to the same camp during point marking. The "feedback widget" shown in FIG. 9 is for presenting feedback information for the first virtual object based on the marking status of the scene map, where the marking status indicates whether the first virtual object has marked a target scene point. The feedback information is usually negative feedback information, such as refusal to follow to the related location or refusal to adopt the related mission counter strategy. The "following widget" in FIG. 9 is for sending a follow request to the fourth virtual object, and determining that the first virtual object has become a follower of the fourth virtual object if the fourth virtual object accepts the follow request.

[0106] 10 shows how the display of the "feedback widget" and the "following widget" is changed. As shown in FIG. 10, when the "feedback widget" is clicked, a 30-second countdown begins to be displayed in the "feedback widget," and when the "following widget" is clicked, a 30-second countdown begins to be displayed in the "following widget." In an embodiment, when the "following widget" is clicked and the corresponding virtual object accepts the following request, the "following widget" may be displayed as a widget pattern indicating "following."

[0107] In the above embodiment of the present application, the trigger operation received in the second strategy widget can quickly feed back the following status information to the corresponding virtual object, and further provides a method for quickly feeding back the teammate's strategy information while displaying it, thereby improving the display efficiency of the marking information.

[0108] In one embodiment, the step of presenting feedback information of the first virtual object based on the marking state of the scene map includes the following steps S1 to S3.

[0109] In S1, if the marking status of the scene map indicates that the target scene point is not marked, present the feedback information of the first virtual object as a refusal to follow the fourth virtual object into the virtual game scene from the reference entry position.

[0110] In S2, if the marking status of the scene map indicates that the target scene point has been marked, but the marked target scene point does not match the reference scene point corresponding to the reference entry position, present feedback information of the first virtual object as a refusal to follow the fourth virtual object into the virtual game scene from the reference entry position.

[0111] In S3, if the marking status of the scene map indicates that the target scene point has been marked, and the marked target scene point matches the reference scene point corresponding to the reference entry position, present feedback information of the first virtual object as rejecting the reference mission counter strategy.

[0112] In an embodiment, in response to a trigger operation on a feedback widget, corresponding feedback information may be determined based on marking information of a first virtual object in the scene map. For example, if the first virtual object has not made a point marking on the scene map, feedback information indicating a refusal to go to a target scene point corresponding to the current feedback widget may be transmitted. If the first virtual object has made a point marking on the scene map, it may be checked whether the marked target scene point matches the reference scene point. If the two match, feedback information indicating a refusal to adopt a counter strategy corresponding to the current feedback widget may be transmitted. If the two do not match, feedback information indicating a refusal to go to a target scene point corresponding to the current feedback widget may be transmitted.

[0113] The above embodiment will be described below with reference to FIGS. 9 and 11. As shown in FIG. 9, in response to a trigger operation on a feedback widget of strategic information "Adopt a development strategy at Base A" of "Little Sheep and Big Wolf," marking information of a first virtual object on a scene map may be detected. If it is determined that the first virtual object (assumed to be "Autumn Rain") has not made a point marking on the scene map, feedback information "(4) Autumn Rain: I don't want to go to Base A, let's change location" may be sent to "Little Sheep and Big Wolf." If it is determined that the first virtual object (assumed to be "Autumn Rain") has made a point marking on the scene map, it may further be verified whether the marked target scene point matches "Base A." If the target scene point does not match "Base A," feedback information "(4) Autumn Rain: I don't want to go to Base A, let's change location" may be sent to "Little Sheep and Big Wolf." If the target scene point and "Base A" match, feedback information such as "(4) Autumn Rain: We do not want to adopt the development strategy, let's change the strategy" may be sent to "Little Sheep and Big Wolf."

[0114] The above embodiment of the present application can provide quick feedback based on the marking state of the first virtual object, improving the efficiency of displaying and feedback of marking information.

[0115] The overall implementation process of an embodiment of the present application will be described below. First, the "follower" and "drop leader" in the embodiment will be described. Regarding the follower, the current player can send a follow request to any player from the time they are on the spawn island until they leave the plane. If the request is successful, they will be completely synchronized with the drop leader's descent trajectory until they land. For example, if player A sends a follow request to player B and player B accepts, player A will become a follower and will always follow player B. Regarding the drop leader, the current player can send a follow invitation to one or more players from the time they are on the spawn island until they leave the plane. If the invitation is successful, the player who accepts the invitation will become the current player's follower, and the current player will also become the drop leader. For example, if player A sends a follow invitation to players B, C, and D, and players B and C accept, and player D declines, player A becomes the drop leader, and players B and C become followers of player A. In an embodiment, a person may become a drop leader by accepting another person's request to follow. For example, if player A sends a follow invitation to player B, and player B accepts, player B becomes the drop leader, and player A becomes player B's follower.

[0116] In this embodiment, the following processing may be performed to optimize the flow from point marking to descent and complete the most accurate operation with the fewest number of steps. A side pull-down box may be added to the overall map display user interface, and the side pull-down box may contain two types of content: teammate descent plan (four states) and my descent plan (three states). One tip and two GUIs including automatic text transmission and map position switching are added to the main user interface. This provides five GUI effects to realize functions and convey information. The specific logic is shown in the following embodiment.

[0117] As shown in FIG. 4, when the player opens the overall map display user interface from the time the player is on the spawn island until the player leaves the plane, a side pull-down box for "Drop Plan" is displayed on the left side. "Drop Plan" may include two modules: "Teammate's Drop Plan" and "My Drop Plan." "Teammate's Drop Plan" corresponds to the second strategy widget 403 in FIG. 4, and "My Drop Plan" corresponds to the first strategy widget 402 in FIG. 4.

[0118] Furthermore, if there is no teammate who will become the "Drop Leader" (i.e., no reference scene point has been marked and no drop invitation has been sent), the second strategy widget 403 will be displayed blank. As shown in FIG. 8 , if there is a teammate who has become the "Drop Leader," information about that teammate will be displayed, including their number, name, marking type, mark point location, specific strategy, and a "Feedback" button and a "Drop Together" button. When the current player clicks the "Feedback" button, the button enters the CD (cold down) state and automatically sends a feedback phrase. When the "Drop Together" button is clicked, the button also enters the CD state. At this time, the current player requests to join the Drop Leader's drop team. If the Drop Leader accepts this request, the current player and all other followers will join the Drop Leader's team. As shown in FIG. 9 , if there are multiple players who have become Drop Leaders, the multiple Drop Leaders may be listed in chronological order from top to bottom.

[0119] If the current player has not marked a point, "My Drop Plan" (i.e., the first strategy widget 402 in FIG. 4) is displayed blank. As shown in FIG. 5, when the current player clicks on the scene map to mark a point, the first strategy widget 402 displays related information, i.e., the marking type, the location of the mark point, a "Tactical Selection Tab," and a "Drop Invitation" button. The "Tactical Selection Tab" can be switched by clicking, for example, from "Gather" to "Battle," and the default "Tactical Selection Tab" is "Gather." When the "Drop Follow" button is clicked, it enters CD state, and the text "Where and what tactic was adopted" is automatically sent in the main user interface, and all players who are neither the drop leader nor the follower receive a drop invitation in the main user interface.

[0120] As shown in Figures 6 and 7, if the current player is neither the team leader nor the follower and receives a drop invitation from another player, a TIPS pops up in the main user interface and the scene map switches to the location marked by the other player. The TIPS includes a number, name, location, and operation text, "Confirm" and "Drop with me" buttons, and a countdown prompt. If the current player clicks the "Confirm" button, the TIPS disappears and the overall map display user interface opens. If the "Drop with me" button is clicked, the TIPS similarly disappears and the current player becomes a follower of the other player. If the current player does not take any action after the three-second countdown has ended, the TIPS similarly disappears.

[0121] Hereinafter, the determination flow according to the above embodiment of the present application will be described with reference to FIG.

[0122] In step S1202, it is determined whether or not the current player has made a point marking.

[0123] If the current player has not performed point marking, step S1202-1 is executed and the player plan column is displayed blank. If the current player has performed point marking, step S1202-2 is executed and detailed information including the point marking icon, point marking position, operation selection tab, and "Invite to Drop" button is displayed.

[0124] In an embodiment, the area type of the area to which the mark point belongs may be determined based on the "area division map." If the mark point belongs to an urban area, the strategy selection tab is switched to "Battle." If the mark point belongs to a wild area, the strategy selection tab is switched to "Development." If the mark point belongs to another area, the strategy selection tab is switched to "Gathering."

[0125] Next, as shown in FIG. 5, step S1204 is executed to determine whether the current player has clicked the "Invite Drop" button.

[0126] If the current player clicks the "Invite Drop" button, execute step S1206 and send the TIPS text "Adopt 'Selected Strategy' at 'Marked Location', let's drop together" in the main user interface. In an embodiment, the TIPS is received by all remaining players who are neither Drop Leaders nor Followers, and the minimap switches to the corresponding point marking location.

[0127] Next, step S1208 is executed to determine which widget the teammate clicked on.

[0128] If a teammate clicks the "Go" button, step S1208-1 is executed, the tips are closed, and a user interface for displaying the entire map is opened. If a teammate clicks the "Follow" button, step S1208-2 is executed, the tips are closed, and all followers of the current player will follow the current player. If a teammate has not clicked any widgets, step S1208-3 is executed, and the tips are closed after 3 seconds. As a method for closing, the tips may be hidden, and the flow ends.

[0129] Another decision flow according to the above embodiment of the present application will now be described with reference to FIG.

[0130] First, execute step S1302 to determine whether there is a teammate who has become a drop leader. In an embodiment, the method for becoming a drop leader may be to mark a point on the scene map and send an invitation to other teammates to follow.

[0131] If there is no teammate who has become a drop leader, step S1302-1 is executed, and the teammate plan field is displayed as blank. If there is a teammate who has become a drop leader, step S1302-2 is executed, and detailed information about the drop leader, including the number, name, point marking icon, and point marking location, is displayed.

[0132] Next, step S1304 is executed to determine which widget the current player has clicked on.

[0133] If the current player clicks the "Feedback" button, step S1304-1 is executed, and the "Feedback" button is set to CD. If the current player clicks the "Descend Together" button, step S1304-2 is executed, and the "Descend Together" button is set to CD, and a request for descent follow-up is made to the descent leader.

[0134] If the current player clicks the "feedback" button, step S1306 is executed to determine whether the current player has made a point marking.

[0135] If the current player has not marked a point, step S1306-1 is executed, and the text "I don't want to go (to the marked location)" is sent in the main user interface. If the current player has marked a point, step S1306-2 is executed, and it is determined whether the point marked by the current player matches the point marked by the team leader. If they do not match, step S1310 is executed, and the text "I don't want to go (to the marked location)" is sent in the main user interface. If they match, step S1312 is executed, and the text "I don't agree (with the specific operation)" is sent in the main user interface.

[0136] If the current player clicks the "Drop with me" button, step S1304-2 is executed, followed by step S1308, which determines whether the troop leader has agreed. If the troop leader has agreed, step S1314 is executed, in which the current player and all of his followers become followers of the troop leader, the current player's troop leader status is terminated, and the button becomes grayed out and cannot be clicked.

[0137] In the above embodiment of the present application, a "Descent Planning" module is added to the overall map display user interface, linking point marking and descent. By adding four functions, namely, smart marking point identification, smart tab switching, one-click text sending, and descent invitation, the widgets used by players in the process from point marking to descent are more convenient and accurate, reducing the number of operations and allowing players to obtain more information and functions, ensuring high communication efficiency when players enter the game scene. This provides the most comprehensive functionality through simple interaction operations, effectively improving the efficiency of follow-up descent and the quality of teamwork.

[0138] Although the above method embodiments are each expressed as a combination of a series of operations for the sake of simplicity, those skilled in the art will understand that the embodiments are not limited to the order of the operations described. This is because some steps may be performed in other orders or simultaneously based on the embodiments. Furthermore, those skilled in the art will understand that the operations and modules according to the embodiments described herein are not necessarily required for the present application.

[0139] 14, the present application further provides a marking information display device for implementing the above-mentioned marking information display method. The display device includes: a display unit 1402 for displaying a preparation user interface after a first virtual object's participation in a game mission is determined and before the first virtual object enters a virtual game scene where the first virtual object is arranged for the game mission, the preparation user interface displaying a scene map corresponding to the virtual game scene; a presentation unit 1404 for presenting entry presentation information matching the target scene point when a target scene point in the scene map is marked, the entry presentation information presenting an entry position of the first virtual object when the first virtual object enters the virtual game scene and a mission counter strategy matching the entry position; and a sending unit 1406 for sending first entry invitation information to a second virtual object participating in the game mission in response to an operation on an invitation widget matching the target scene point, the first entry invitation information inviting the second virtual object to follow the first virtual object into the virtual game scene.

[0140] In the embodiments, the implementation of the functions of each of the above units or modules can be achieved by referring to the embodiments of each of the above methods, and the description thereof will be omitted here.

[0141] An embodiment of the present application further provides an electronic device for implementing the above-described method for displaying marking information. The electronic device may be a terminal device or a server as shown in Fig. 15. In the embodiment, the electronic device will be described as a terminal device. As shown in Fig. 15, the electronic device includes a memory 1502 and a processor 1504, where a computer program is stored in the memory 1502, and the processor 1504 is configured to execute the computer program to perform steps in any of the above-described method embodiments.

[0142] In an embodiment, the electronic device may be located on at least one network device of a plurality of network devices of a computer network.

[0143] As will be understood by those skilled in the art, the configuration shown in FIG. 15 is merely an illustrative example, and the electronic device may be a terminal device such as an in-vehicle terminal, a smartphone (e.g., an Android mobile phone, an iOS mobile phone, etc.), a tablet PC, a palmtop PC, a mobile internet device (MID), a PAD, etc. FIG. 15 does not limit the configuration of the electronic device. For example, the electronic device may include more or fewer components (e.g., a network user interface, etc.) than those shown in FIG. 15, or may have a different arrangement than that shown in FIG. 15.

[0144] In an embodiment, memory 1502 may store software programs and modules, such as program commands and / or modules corresponding to the marking information display method and device of the present application. Processor 1504 executes the software programs and modules stored in memory 1502 to perform various functional applications and data processing, i.e., to realize the marking information display method. Memory 1502 may include high-speed random access memory or non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some cases, memory 1502 may further include memory located remotely from processor 1504, and these remote memories may be connected to the terminal device via a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof. Memory 1502 may specifically store file information, such as a target logical file, but is not limited to such information. 15, the memory 1502 may include, but is not limited to, a display unit 1402, a presentation unit 1404, and a sending unit 1406 in the marking information display device. The memory 1502 may also include, but is not limited to, other module units in the marking information display device, and the description thereof will be omitted in this example.

[0145] In an embodiment, the transmission device 1506 receives or transmits data over a network. The network may specifically include a wired network and a wireless network. In one example, the transmission device 1506 includes a network interface controller (NIC), which can be connected to other network devices and routers via a network cable, thereby enabling communication with the Internet or a local area network. In an example, the transmission device 1506 is a radio frequency (RF) module for wirelessly communicating with the Internet.

[0146] The electronic device further includes a display 1508 for displaying file information such as the target logical file, and a connection bus 1510 for connecting the modular components in the electronic device.

[0147] In another embodiment, the terminal device or server may be a node in a distributed system. The distributed system may be a blockchain system. The blockchain system may be a distributed system formed by connecting the multiple nodes via network communication. The nodes may form a peer-to-peer (P2P) network. Any type of computing device, such as a server, terminal device, or other electronic device, can become a node in the blockchain system by joining the peer-to-peer network.

[0148] According to an embodiment of the present application, a computer program product is provided, the computer program product including computer programs and / or commands, the computer programs and / or commands including program code for executing the method illustrated in the flowchart. In such an embodiment, the computer program may be downloaded and installed from a network via a communication unit and / or installed from removable media. When the computer program is executed by a central processing unit, various functions provided by the embodiment of the present application are performed.

[0149] The numbers given to the above examples of the present application are for illustrative purposes only and do not indicate the superiority or inferiority of the examples.

[0150] According to an embodiment of the present application, a computer-readable storage medium for storing computer commands is provided, which are read from the computer-readable storage medium and executed by a processor of a computing device, thereby causing the computing device to perform the method for displaying marking information described in the above embodiment.

[0151] In the embodiments, as can be understood by those skilled in the art, a computer program may instruct relevant hardware of a terminal device to perform all or part of the steps of the various methods in the above embodiments. The computer program may be stored in a computer-readable storage medium, which may include a flash disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, an optical disk, etc.

[0152] The integrated units in the above embodiments may be realized as software functional units and stored in the above computer-readable storage medium when sold or used as an independent product. Based on this understanding, the technical solution of the present application, that is, the part that contributes to the prior art or all or part of the technical solution, may be embodied as a software product, and the computer software product is stored in a storage medium and includes some commands to cause one or more computer devices (which may be personal computers, servers, network devices, etc.) to execute all or part of the steps of the methods described in each embodiment of the present application.

[0153] In the above embodiments of the present application, the description of each embodiment has its own emphasis, and for the parts not explained in detail in one embodiment, please refer to the relevant descriptions of other embodiments.

[0154] It should be understood that in some embodiments provided herein, the disclosed client may be implemented in other ways. The above-described device embodiments are merely exemplary. For example, the division of the above units is merely a division of logical functions. In actual implementation, the division may be implemented in other ways. For example, multiple units or components may be combined or integrated into another system, or some features may be omitted or not implemented. Furthermore, the shown or discussed mutual couplings, direct couplings, or communication connections may be made through some user interfaces, and the indirect couplings or communication connections of units or modules may be electrical or other forms.

[0155] The units described above as separate components may or may not be physically separated. Components shown as units may or may not be physical units. That is, they may be located in one device or distributed across multiple network units. Some or all of these units may be selected according to actual needs to achieve the objectives of the solutions of the embodiments.

[0156] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, each unit may exist physically independently, or two or more units may be integrated into one unit. The integrated units may be realized as hardware or as software functional units.

[0157] The above are only some of the embodiments of the present application, and those skilled in the art may make some improvements and modifications without departing from the principles of the present application, and these improvements and modifications should also be considered as part of the protection scope of the present application.

Claims

1. After it is determined that a first virtual object will participate in a game mission, displaying a preparation user interface for the first virtual object before the first virtual object enters a virtual game scene arranged for the game mission, wherein a scene map corresponding to the virtual game scene is displayed on the preparation user interface; When a target scene point in the scene map is marked, a step of presenting entry presentation information that matches the target scene point, the entry presentation information being for presenting an entry position when the first virtual object enters the virtual game scene and a mission counter strategy that matches the entry position; and sending first entry invitation information to a second virtual object participating in the game mission in response to an operation on the invitation widget that matches the target scene point, the first entry invitation information being for inviting the second virtual object to follow the first virtual object into the virtual game scene. How to display marking information.

2. When displaying the preparation user interface, a step of setting a first strategy widget corresponding to the first virtual object displayed on the preparation user interface to an unplanned state when a marking operation for the target scene point on the scene map has not been received, the first strategy widget in the unplanned state indicating that the mission counter strategy has not been determined; and a step of, when receiving a marking operation for the target scene point on the scene map, displaying the marked target scene point on the scene map and adjusting the first strategy widget from the unplanned state to a planned state, wherein the first strategy widget in the planned state is for indicating that the mission counter strategy has been determined. The marking information display method according to claim 1 .

3. The step of presenting entry presentation information that matches the target scene point includes: determining an area type of a scene area in which the entry position corresponding to the target scene point is located; presenting the entry location and presenting the mission counter strategy that matches the area type; The marking information display method according to claim 1 .

4. After the step of presenting the mission counter strategy matched to the area type, and further comprising switching the counter-mission strategy in response to a switching operation on the counter-mission strategy. The marking information display method according to claim 3.

5. After the step of sending the first entry invitation information to the second virtual object participating in the game mission, controlling the first virtual object to enter the virtual game scene from the entry location; When it is determined that the second fictitious object follows the first fictitious object according to the first entry invitation information, an entry scene user interface corresponding to the entry position is displayed, and the first fictitious object that has entered sequentially and the second fictitious object that is following the first fictitious object are displayed on the entry scene user interface; If the second fictitious object is not determined to follow the first fictitious object according to the first entry invitation information, displaying an entry scene user interface corresponding to the entry position and displaying the entered first fictitious object on the entry scene user interface. The marking information display method according to claim 1 .

6. When displaying the preparation user interface, displaying an invitation presentation pop-up window, the invitation presentation pop-up window being for presenting second entry invitation information sent by a third virtual object participating in the game mission, the second entry invitation information being for inviting the first virtual object to follow the third virtual object into the virtual game scene; In response to an operation on an invitation acceptance widget displayed in the invitation presentation pop-up window, closing the invitation presentation pop-up window, determining that the first virtual object will follow the third virtual object to enter the virtual game scene, and if the first strategy widget is in an unplanned state, adjusting the first strategy widget from the unplanned state to a planned state; and closing the invitation popup window in response to an operation on a rejection widget displayed in the invitation popup window, and determining that the first virtual object has rejected following the third virtual object into the virtual game scene. The marking information display method according to claim 2.

7. After the step of displaying the invitation presentation pop-up window, indicating a display time of the invitation presentation pop-up window; and closing the invitation presentation pop-up window when the display time of the invitation presentation pop-up window reaches a target threshold but no operation is received on the invitation acceptance widget or the invitation rejection widget displayed in the invitation presentation pop-up window. The marking information display method according to claim 6.

8. When displaying the preparation user interface, When a second strategy widget displayed on the preparation user interface is in an unplanned state, determining that a fourth virtual object belonging to the same camp as the first virtual object has not yet determined a mission counter strategy; If the second strategy widget displayed on the preparation user interface is in a planned state, determining that a fourth virtual object belonging to the same camp as the first virtual object has decided on a mission counter strategy. The marking information display method according to claim 1 .

9. After the step of determining that a fourth virtual object belonging to the same camp as the first virtual object has determined a mission counter strategy, In response to an operation on the second strategy widget in the planned state, displaying a reference entry position determined by the fourth virtual object and a reference mission counter-strategy matched to the reference entry position, wherein the reference entry position is an entry position at which the fourth virtual object enters the virtual game scene, and the reference mission counter-strategy is a mission counter-strategy matched to the entry position of the fourth virtual object; adjusting the feedback widget to a timed state in response to an operation on the feedback widget corresponding to the reference mission counter strategy, and presenting feedback information of the first virtual object based on a marking state of the scene map indicating whether the first virtual object has marked the target scene point; adjusting the following widget to a timed state in response to an operation on the following widget corresponding to the reference mission counter strategy, and determining that the first virtual object will follow the fourth virtual object and enter the virtual game scene from the reference entry position when a following permission of the fourth virtual object is received. The marking information display method according to claim 8.

10. The step of presenting feedback information of the first virtual object includes: If the marking status of the scene map indicates that the target scene point is not marked, presenting feedback information of the first virtual object as a refusal to follow the fourth virtual object into the virtual game scene from the reference entry position; If the marking status of the scene map indicates that the target scene point has been marked, but the marked target scene point does not match the reference scene point corresponding to the reference entry position, presenting feedback information of the first virtual object as a refusal to follow the fourth virtual object into the virtual game scene from the reference entry position; If the marking status of the scene map indicates that the target scene point has been marked and the marked target scene point matches a reference scene point corresponding to the reference entry position, presenting feedback information of the first virtual object as a rejection of the reference mission counter-strategy. The marking information display method according to claim 9.

11. a display unit for displaying a preparation user interface after a first virtual object's participation in a game mission is determined and before the first virtual object enters a virtual game scene arranged for the game mission, the preparation user interface displaying a scene map corresponding to the virtual game scene; and a presentation unit for presenting entry presentation information matching the target scene point when the target scene point in the scene map is marked, the entry presentation information being for presenting an entry position when the first virtual object enters the virtual game scene and a mission counter strategy matching the entry position; a transmitting unit for transmitting first entry invitation information to a second virtual object participating in the game mission in response to an operation on the invitation widget that matches the target scene point, the first entry invitation information being for inviting the second virtual object to follow the first virtual object into the virtual game scene. A display device for marking information.

12. A computer-readable storage medium including a computer program stored thereon, the computer program executing, when executed, the method for displaying marking information according to any one of claims 1 to 10.

13. A computer program product comprising computer programs and / or commands, characterized in that when said computer programs and / or commands are executed by a processor, the steps of the method for displaying marking information according to any one of claims 1 to 10 are realized.

14. An electronic device comprising a memory and a processor, wherein a computer program is stored in the memory, and wherein the processor is configured to execute the method for displaying marking information according to any one of claims 1 to 10 by means of the computer program.

Citation Information

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