Method and apparatus for displaying direction information, computer program, and electronic device.

By using a three-dimensional virtual sphere to display direction information with marks and connecting lines, the method enhances the accuracy of sound location determination in virtual games, addressing the issue of low accuracy in existing two-dimensional methods.

JP7866641B2Active Publication Date: 2026-05-27TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2023-08-01
Publication Date
2026-05-27

AI Technical Summary

Technical Problem

Existing methods for displaying azimuth information in virtual games fail to accurately distinguish three-dimensional azimuth information in the y-axis direction, leading to low accuracy in determining the location of sounds.

Method used

A method and apparatus that utilize a three-dimensional virtual sphere to display direction information, including marks and connecting lines to indicate the spatial relationship between a player's location and the sound source, with optional parameters for transparency, color, and intensity to enhance accuracy.

Benefits of technology

Improves the accuracy of displaying orientation information by providing clear three-dimensional spatial relationships, allowing players to quickly and accurately determine the location of sounds relative to their character.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a method and apparatus for displaying orientation indication information, a storage medium, and an electronic device. The method includes: displaying a game screen of a first virtual character on a target game application; when a target sound is generated at a second spatial position, displaying first orientation indication information of the target sound on the target game application, where the first orientation indication information includes a first mark, a second mark, and a first connecting line from the first mark to the second mark, the first mark is located at the center of a three-dimensional virtual sphere, the first mark indicates a first spatial position where the first virtual character is located, the second mark is located on the surface of the three-dimensional virtual sphere, the second mark indicates a projection of the second spatial position where the target sound is located onto the three-dimensional virtual sphere, and the first connecting line indicates the orientation of the second spatial position relative to the first spatial position. The present application solves the technical problem of low accuracy occurring in the process of displaying orientation indication information in the related art.
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Description

Technical Field

[0005]

[0001] This application claims the priority of a Chinese patent application filed with the State Intellectual Property Office of China on September 8, 2022, with the application number 202211097497.4 and the invention title "Method and Device for Displaying Azimuth Prompt Information, Storage Medium, and Electronic Device", and all of its contents are incorporated herein by reference.

[0002] This application relates to the technical field of computers, and specifically to a method and device for displaying azimuth prompt information, a storage medium, and an electronic device.

Background Art

[0003] In a virtual game scene, usually, by providing azimuth prompts for the sounds or being hit information around the player, it helps the user to determine whether they are in danger in the current game or to determine the azimuth where the virtual character performing a virtual attack is located.

[0004] For example, in a virtual shooting game, usually, the target sound is presented in the following two ways. One is to project all sounds onto the xz-axis plane, calculate the angle between the connecting line of the sound and the player and the direction of the player, and display a sound mark on a disk around the aiming point accordingly. The other is to display a sound icon within an annular area around the position of the player on the minimap.

[0005] However, with the above two methods, only the azimuth information of the plane where the xz-axis is located can be expressed, and the three-dimensional azimuth information in the y-axis direction cannot be accurately distinguished. Therefore, the player cannot accurately determine the azimuth information where the sound is located, causing the technical problem of low accuracy in the process of displaying azimuth prompt information.

[0006] Currently, no effective solution has been proposed for the above problem.

Summary of the Invention

[0007] The embodiments of this application provide a method and apparatus for displaying direction information, a storage medium, and electronic equipment in order to at least solve the technical problem of low accuracy that occurs in the process of displaying direction information. [Means for solving the problem]

[0008] According to one embodiment of the present invention, a method for displaying direction indication information is provided, which includes the steps of: displaying a game screen of a first virtual character in a target game application; and, when a target sound is generated at a second spatial location, displaying first direction indication information of a target sound in the target game application, wherein the first direction indication information includes a first mark, a second mark, and a first connecting line from the first mark to the second mark, the first mark being located at the center of a three-dimensional virtual sphere, the first mark indicating a first spatial location where the first virtual character is located, the second mark being located on the surface of the three-dimensional virtual sphere, the second mark indicating a projection of the second spatial location where the target sound is located onto the three-dimensional virtual sphere, and the first connecting line indicating the direction of the second spatial location relative to the first spatial location.

[0009] Preferably, the first orientation information further includes the lines of longitude and latitude of the second mark in the three-dimensional virtual sphere.

[0010] Preferably, the step of displaying first directional information of the target sound in the target game application includes the steps of displaying a first mark and a first connecting line in the target game application and displaying a second mark according to a first display parameter, wherein the value of the first display parameter corresponds to the target distance, and the target distance is the distance from the second spatial position to the first spatial position.

[0011] Preferably, the step of displaying a second mark according to a first display parameter is, if the first display parameter is a transparency parameter, the step of displaying a second mark according to the transparency parameter, wherein the value of the transparency parameter indicates the transparency of the second mark when the second mark is displayed, or, if the first display parameter is a color parameter, the step of displaying a second mark according to the color parameter, wherein the value of the color parameter indicates the color of the second mark when the second mark is displayed.

[0012] Preferably, the step of displaying first directional information of the target sound in the target game application includes the steps of displaying a first mark and a first connecting line in the target game application, and displaying a second mark according to a second display parameter, wherein the value of the second display parameter corresponds to the intensity of the target sound.

[0013] Preferably, the step of displaying a second mark according to a second display parameter includes, if the second mark is a sound waveform-shaped mark and the second display parameter is a sound amplitude parameter, the step of displaying a sound waveform-shaped mark according to the sound amplitude parameter, wherein the value of the sound amplitude parameter indicates the amplitude of the sound waveform-shaped mark when displaying the sound waveform-shaped mark, and the value of the sound amplitude parameter has a positive correlation with the intensity of the target sound; or, if the second mark is a linear mark and the second display parameter is a line height parameter, the step of displaying a linear mark according to the line height parameter, wherein the value of the line height parameter indicates the line height of the linear mark when displaying the linear mark, and the value of the line height parameter has a positive correlation with the intensity of the target sound.

[0014] Preferably, the method further includes the step of displaying second orientation information for the second virtual character in the target game application when a virtual attack performed by the second virtual character hits the first virtual character, wherein the second orientation information includes a first mark, a third mark, and a second connecting line from the first mark to the third mark, the third mark being located on the surface of a three-dimensional virtual sphere, the third mark indicating a projection of the third spatial position where the second virtual character is located onto the three-dimensional virtual sphere, and the second connecting line indicating the orientation of the third spatial position where the second virtual character is located relative to the first spatial position.

[0015] Preferably, the second orientation information further includes the lines of longitude and latitude of the third mark in the three-dimensional virtual sphere.

[0016] Preferably, the step of displaying first directional information of the target sound in the target game application includes, if the surface of the three-dimensional virtual sphere is divided according to a grid and the second mark corresponds to a target grid on the surface of the three-dimensional virtual sphere, the step of displaying the first mark and the first connecting line in the target game application and displaying a target grid marked as the target color, or, if the surface of the three-dimensional virtual sphere is divided according to a grid and the second mark corresponds to a target grid on the surface of the three-dimensional virtual sphere, the step of displaying the first mark and the first connecting line in the target game application and displaying a grid of a portion of the surface of the three-dimensional virtual sphere, wherein the grid of the portion of the area includes a target grid marked as the target color and a set of grids that are not marked with a color or are marked with a color different from the target color.

[0017] Preferably, the method further includes the step of displaying third orientation information on a thumbnail map in a target game application when a target sound occurs at a second spatial position, wherein the thumbnail map displays planar map information in which a three-dimensional game scene in which a first virtual character is located is mapped onto a target plane, the first spatial position is located on the target plane, and the third orientation information includes the orientation of the planar projection position on the target plane relative to the first spatial position, and a target direction mark, wherein the planar projection position is the projection position of the second spatial position onto the target plane, and the target direction mark indicates that the second spatial position is located above or below the target plane.

[0018] Preferably, the step of displaying first directional information of a target sound in a target game application includes the steps of: obtaining a first spatial position where a first virtual character is located and a second spatial position where the target sound originated; if the distance between the first spatial position and the second spatial position is less than or equal to a predetermined distance threshold, mapping the first spatial position to the center of a three-dimensional virtual sphere according to the same mapping relationship, displaying a first mark at the center of the three-dimensional virtual sphere, and mapping the second spatial position to a target mapping position in the three-dimensional space where the three-dimensional virtual sphere is located; determining the position where the target connecting line and the surface of the three-dimensional virtual sphere intersect, displaying a second mark at the intersection position, and displaying the first connecting line, wherein the target connecting line is a connecting line passing through the center of the three-dimensional virtual sphere and the target mapping position.

[0019] According to another embodiment of the present invention, a display device for orientation information is further provided, comprising: a first display unit that displays a game screen of a first virtual character to a target game application; and a first processing unit that, when a target sound occurs at a second spatial position, displays first orientation information of a target sound to the target game application, wherein the first orientation information includes a first mark, a second mark, and a first connecting line from the first mark to the second mark, the first mark being located at the center of a three-dimensional virtual sphere, the first mark indicating a first spatial position where the first virtual character is located, the second mark being located on the surface of the three-dimensional virtual sphere, the second mark indicating a projection of the second spatial position where the target sound is located onto the three-dimensional virtual sphere, and the first connecting line indicating the orientation of the second spatial position with respect to the first spatial position.

[0020] In yet another embodiment of the present invention, a computer-readable storage medium is provided, in which a computer program is stored, the computer program is configured to, when executed, perform the method of displaying the orientation information described above.

[0021] Further embodiments of the present invention provide a computer program product comprising a computer program or instruction, wherein the computer program or instruction, when executed by a processor, accomplishes the steps of the above method.

[0022] Further embodiments of the present invention provide an electronic device including a memory and a processor, wherein a computer program is stored in the memory and the processor is configured to perform the method of displaying the orientation information by the computer program. [Effects of the Invention]

[0023] According to the above embodiments of the present application, in a game screen displaying a first virtual character, the second spatial position where the target voice is located and the first spatial position where the first virtual character is located are respectively mapped to the center (first mark) of a three-dimensional virtual sphere and a second mark on the surface, and the first connecting line between the first mark and the second mark is used to indicate the orientation of the second spatial position with respect to the first spatial position. In other words, by adding display information in the y-axis direction to the three-dimensional virtual sphere, the orientation presentation information of the target voice is made more accurate, avoiding the technical problem of low accuracy occurring in the process of displaying the orientation presentation information, and realizing the technical effect of improving the display accuracy of the orientation presentation information.

Brief Description of the Drawings

[0024] The drawings described herein are for providing a further understanding of the present application, constitute a part of the present application, and the exemplary embodiments and their descriptions of the present application are for interpreting the present application and do not unduly limit the present application. [Figure 1] It is a schematic diagram of an application scenario of a preferred method for displaying orientation presentation information according to an embodiment of the present application. [Figure 2] It is a flowchart of a preferred method for displaying orientation presentation information according to an embodiment of the present application. [Figure 3] It is a schematic diagram (Part 1) of a preferred method for displaying orientation presentation information according to an embodiment of the present application. [Figure 4] It is a schematic diagram (Part 2) of a preferred method for displaying orientation presentation information according to an embodiment of the present application. [Figure 5] It is a comparison diagram between a 2D plane display form and a 3D spherical display form of the orientation presentation information of the target voice. [Figure 6] It is a schematic diagram (Part 1) of displaying a second mark according to a preferred first display parameter according to an embodiment of the present application. [Figure 7] It is a schematic diagram (Part 2) of displaying a second mark according to a preferred first display parameter according to an embodiment of the present application. [Figure 8]This is a schematic diagram showing how to display a second mark according to preferred first display parameters and game screen display parameters according to the embodiment of the present application. [Figure 9] This is a schematic diagram showing the display of a second mark according to a preferred second display parameter in an embodiment of the present application. [Figure 10] This is a schematic diagram (part 3) of a preferred method for displaying orientation information according to an embodiment of the present application. [Figure 11] This is a schematic diagram (part 4) of a preferred method for displaying orientation information according to an embodiment of the present application. [Figure 12] This is a schematic diagram (No. 5) of a preferred method for displaying orientation information according to an embodiment of the present application. [Figure 13] This is a flowchart of the entire preferred method for displaying orientation information according to an embodiment of the present application, and a schematic diagram of the mapping relationship. [Figure 14] This is a schematic diagram of the structure of a preferred orientation information display device according to an embodiment of the present application. [Figure 15] This is a schematic diagram of a preferred electronic device according to an embodiment of the present application. [Modes for carrying out the invention]

[0025] To enable 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 described clearly and completely below with reference to the drawings of the embodiments, and it should be noted that the embodiments described are only a part of, and not all, of, the embodiments of the present application. All other embodiments that can be obtained by those skilled in the art without creative work based on the embodiments of the present application should all fall within the scope of protection of the present application.

[0026] Furthermore, terms such as “First,” “Second,” etc., in the specification, claims, and drawings of this application are not used to describe a specific order or sequence, but rather to distinguish similar subjects. It should be understood that data used in this manner are appropriately interchangeable so that the embodiments of this application described herein may be carried out in an order other than those illustrated or described herein. Also, the terms “includes” and “has” and any variations thereof are intended to cover non-exclusive inclusion, for example, a process, method, system, product, or apparatus that includes a series of steps or units may include other steps or units that are not explicitly shown or are specific to those processes, methods, products, or apparatus, and are not limited to the steps or units explicitly shown.

[0027] According to one embodiment of the present invention, a method for displaying orientation information is provided. In one preferred embodiment, the method for displaying orientation information may be applied to the application scene shown in Figure 1, but is not limited thereto. In the application scene shown in Figure 1, the terminal device 102 can communicate with the server 106 via the network 104, but is not limited thereto, and the server 106 can perform operations on the database 108, such as data write operations or data read operations, but is not limited thereto. The terminal device 102 may include, but is not limited thereto, a human-computer interaction screen, a processor, and memory. The human-computer interaction screen displays, but is not limited thereto, a game screen on the terminal device 102, a second mark on a three-dimensional virtual sphere, and a first connecting line between the first mark and the second mark. The processor responds to the human-computer interaction operation by performing a corresponding operation or generating a corresponding command and sending the generated command to the server 106, but is not limited thereto. The above memory stores related processing data such as the first spatial position, the second spatial position, and the first connecting line.

[0028] In one preferred embodiment, the server 106 can perform the following steps in a method for displaying orientation information: S102, which involves displaying a game screen of a first virtual character to a target game application; and S104, which involves displaying first orientation information of a target sound to the target game application when a target sound is generated at a second spatial location, wherein the first orientation information includes a first mark, a second mark, and a first connecting line from the first mark to the second mark, the first mark being located at the center of a three-dimensional virtual sphere and indicating a first spatial location where the first virtual character is located, the second mark being located on the surface of the three-dimensional virtual sphere and indicating a projection of the second spatial location where the target sound is located onto the three-dimensional virtual sphere, and the first connecting line indicating the orientation of the second spatial location with respect to the first spatial location.

[0029] As a preferred example, this embodiment does not limit the entity executing steps S102 to S104. For example, steps S102 to S104 may all be executed on terminal device 102 or server 106, or some may be executed on terminal device 102 and some on a computing server that communicates with server 106.

[0030] According to the above embodiment, in a game screen displaying a first virtual character, the second spatial position where the target sound is located and the first spatial position where the first virtual character is located are mapped to the center (first mark) and a second mark on the surface of a three-dimensional virtual sphere, respectively. The orientation of the second spatial position relative to the first spatial position is indicated using a first connecting line between the first and second marks. In other words, by adding display information in the y-axis direction to the three-dimensional virtual sphere, the orientation information for the target sound is made more accurate, avoiding the technical problem of low accuracy that occurred in the process of displaying the orientation information, and achieving a technical effect of improving the display accuracy of the orientation information.

[0031] To solve the problem of low accuracy that occurred in the process of displaying the direction information described above, the embodiment of the present application provides a method for displaying direction information, and Figure 2 is a flowchart of the method for displaying direction information according to the embodiment of the present application, and the flowchart includes the following steps S202 to S204.

[0032] In step S202, the game screen of the first virtual character is displayed in the target game application.

[0033] In step S204, if a target sound occurs at the second spatial position, the target game application displays first orientation information for the target sound, the first orientation information includes a first mark, a second mark, and a first connecting line from the first mark to the second mark, the first mark being located at the center of the three-dimensional virtual sphere and indicating the first spatial position where the first virtual character is located, the second mark being located on the surface of the three-dimensional virtual sphere and indicating the projection of the second spatial position where the target sound is located onto the three-dimensional virtual sphere, and the first connecting line indicating the orientation of the second spatial position relative to the first spatial position.

[0034] As shown in Figure 3(a), assuming that in the game screen displayed in the target application, the first virtual character is located at the first spatial position and the target sound V0 is generated at the second spatial position, the target sound V0 may be, but is not limited to, sounds emitted from various scene elements in the current game scene, such as angry noises emitted from a virtual animal, or gunshots emitted when another virtual character other than the first virtual character fires.

[0035] After obtaining the spatial positions of the first virtual character and the target sound, in order to enable the player to accurately determine the direction of the target sound, the first virtual character is displayed at the center S1 of a three-dimensional virtual sphere as shown in Figure 3(b), the target sound V0 is displayed at a second mark S2 on the surface of the three-dimensional virtual sphere, and the direction of the target sound V0 relative to the first virtual character is indicated using a first connecting line between the first mark S1 and the second mark S2. For example, the target sound V0 is located to the left and behind the first virtual character.

[0036] In related technologies, the first virtual character and the target sound V0 are typically mapped to x and z axis coordinate systems as shown in Figure 5(a). However, using S2 in this planar coordinate system, only the approximate orientation of the target sound relative to the first virtual character on the plane where the x and z axes are located can be determined. For example, it can only be determined that the target sound is located to the right of the first virtual character. However, the spatial relative position of the target sound and the first virtual character along the y axis cannot be accurately determined; that is, it is not possible to accurately determine whether the target sound is located to the right front or right rear of the first virtual character. However, with orientation information as shown in Figure 5(b), the player can quickly determine that the target sound is located to the right rear of the first virtual character.

[0037] The target sound V0 may be, but is not limited to, sounds emitted from various scene elements in the current game scene, or gunshots emitted when a virtual character other than the first virtual character fires (which may be understood as the sound of a virtual attack received by the first virtual character). Therefore, the first orientation information in the embodiment of the present application includes, but is not limited to, the orientation information of the target sound and the orientation information of the first virtual character that was hit.

[0038] As shown in Figure 4, to make the first direction information for the target sound displayed on the game screen more intuitive, the system typically uses lines of longitude and latitude on a three-dimensional virtual sphere to assist the player in determining the direction of the target sound. Specifically, A step of displaying a first mark, a second mark, a first connecting line, and the lines of longitude and latitude of the second mark in a three-dimensional virtual sphere in a target game application, wherein the first orientation information includes the lines of longitude and latitude of the second mark in a three-dimensional virtual sphere.

[0039] Clearly, it is easy to understand that lines of longitude and latitude determine the position and direction on a three-dimensional virtual sphere, with lines of meridian indicating the north-south direction and lines of latitude indicating the east-west direction. In a three-dimensional virtual sphere as shown in Figure 5(b), lines of latitude can be used to auxiliaryly display the first relative positional relationship between the second mark S2 and the first mark S1 in the x,z plane, and lines of meridian can be used to auxiliaryly display the second relative positional relationship between the second mark S2 and the first mark S1 in the y-axis direction. By combining the first and second relative positional relationships, it is possible to quickly determine that the target sound is located to the right and behind the first virtual character.

[0040] The first directional information for the target sound shown in Figure 3 is merely an example and is not limited to this. For example, in actual application scenarios, it is possible to simultaneously display multiple directional information for multiple target sounds, such as two, three, or other quantities, on a three-dimensional virtual sphere.

[0041] According to the above embodiment of the present invention, in a game screen displaying a first virtual character, the second spatial position where the target sound is located and the first spatial position where the first virtual character is located are mapped to the center (first mark) and a second mark on the surface of a three-dimensional virtual sphere, respectively. The orientation of the second spatial position relative to the first spatial position is indicated using a first connecting line between the first mark and the second mark. In other words, by adding display information in the y-axis direction to the three-dimensional virtual sphere, the orientation information of the target sound is made more accurate, avoiding the technical problem of low accuracy that occurred in the process of displaying the orientation information, and achieving the technical effect of improving the display accuracy of the orientation information.

[0042] As a preferred example, the step of displaying the first directional information of the target audio in the target game application is: The steps include displaying a first mark and a first connecting line in a target game application, and displaying a second mark according to a first display parameter, wherein the value of the first display parameter corresponds to the target distance, and the target distance is the distance from the second spatial position to the first spatial position.

[0043] In this embodiment, in order to display the target distance between the second spatial position and the first spatial position as shown in Figure 3(a) more intuitively, when displaying the second mark, it can be displayed by referring to the value of the first display parameter corresponding to the target distance. Specifically, If the first display parameter is a transparency parameter, the steps include displaying a second mark according to the transparency parameter, wherein the value of the transparency parameter indicates the transparency of the second mark when displaying the second mark, or If the first display parameter is a color parameter, the step of displaying a second mark according to the color parameter includes the step of the value of the color parameter indicating the color of the second mark when the second mark is displayed.

[0044] In this embodiment, the first display parameter may be a different parameter for distinguishing the distance between the target voice and the first virtual character, such as a transparency parameter or a color parameter, but is not limited to these. Two different types of parameters will be described in detail below by combining specific embodiments.

[0045] Example 1 Assuming that the transparency parameter is used to distinguish the distance between the target voice and the first virtual character, the value of the transparency parameter will have a positive correlation with the target distance, or the value of the transparency parameter will have a positive correlation with the interval boundary value of the distance interval in which the target distance is located.

[0046] For example, assuming that the transparency parameter value is A and the target distance is B, the relationship between A and B is A = 1.5B, meaning that when the distance between the target sound and the first virtual character is short, for example, as shown in the second mark S2 in Figure 6(a), the transparency is small, and when the distance between the target sound and the first virtual character is long, for example, as shown in the second mark S'2 in Figure 6(a), the transparency is large. As seen from the spatial relationship display result shown in Figure 6(b), the second spatial position where the target sound V1 is located is close to the first virtual character, and the second spatial position where the target sound V2 is located is far from the first virtual character. Therefore, when displaying the second marks S2 and S'2, the transparency parameter value of S2 is smaller than the transparency parameter value of S'2.

[0047] For example, assuming the range of the transparency parameter is [0,1], when the target distance B < 50 meters, the transparency parameter A = 0.3; when the target distance 50 ≤ B < 100 meters, the transparency parameter A = 0.6; and when the target distance B ≥ 100 meters, the transparency parameter A = 0.9. In other words, the value of the transparency parameter has a positive correlation with the interval boundary value of the distance interval in which the target distance is located.

[0048] As another preferred example, suppose transparency is used to distinguish the distance between a target voice and a first virtual character. Then, the value of the transparency parameter has a negative correlation with the target distance, or the value of the transparency parameter has a negative correlation with the interval boundary value of the distance interval in which the target distance is located.

[0049] For example, assuming that the transparency parameter value is A and the target distance is B, the relationship between A and B is A = CB, where C is a constant. That is, when the distance between the target sound and the first virtual character is short, the transparency parameter value is large, and when the distance between the target sound and the first virtual character is long, the transparency parameter value is small.

[0050] For example, assuming the range of the transparency parameter is [0,1], when the target distance B < 50 meters, the transparency parameter A = 0.9; when the target distance 50 ≤ B < 100 meters, the transparency parameter A = 0.6; and when the target distance B ≥ 100 meters, the transparency parameter A = 0.3. In other words, the value of the transparency parameter has a negative correlation with the interval boundary value of the distance interval in which the target distance is located.

[0051] Example 2 Assuming that the color parameter is used to distinguish the distance between the target voice and the first virtual character, the value of the color parameter will have a positive correlation with the target distance, or the value of the color parameter will have a positive correlation with the interval boundary value of the distance interval in which the target distance is located.

[0052] For example, suppose the value of the color parameter is Q, and when Q=10 it indicates green, when Q=20 it indicates yellow, when Q=30 it indicates red, and the larger the value of Q, the greater the distance between the target sound and the first virtual character. Then, assuming that the relationship between the color parameter value Q and the target distance B is Q=0.5B, if the distance between the target sound and the first virtual character is 20 meters, the color of the second mark S2 is green, for example, as shown in the second mark S'2 in Figure 7; if the distance between the target sound and the first virtual character is 40 meters, the color of the second mark S2 is yellow; and if the distance between the target sound and the first virtual character is 60 meters, the color of the second mark S2 is red, for example, as shown in the second mark S'2 in Figure 7.

[0053] For example, suppose the color parameter value is Q, where Q=1, 2, or 3, where 1 indicates green, 2 indicates yellow, and 3 indicates red, and a larger Q value indicates a greater distance between the target sound and the first virtual character. When the target distance B < 50 meters, the color parameter value Q = 1, and the second mark is displayed in green. When the target distance 50 ≤ B < 100, the color parameter value Q = 2, and the second mark is displayed in yellow. When the target distance B ≥ 100, the color parameter value Q = 3, and the second mark is displayed in red. In other words, the transparency parameter value has a positive correlation with the interval boundary value of the distance interval in which the target distance is located.

[0054] As another preferred example, suppose we use a color parameter to distinguish the distance between a target voice and a first virtual character. Then, the value of the color parameter has a negative correlation with the target distance, or a negative correlation with the interval boundary value of the distance interval in which the target distance is located.

[0055] For example, suppose the value of the color parameter is Q, and when Q=10 it indicates red, when Q=20 it indicates yellow, when Q=30 it indicates green, and the larger the value of Q, the closer the distance between the target sound and the first virtual character. Then, assuming that the relationship between the color parameter value Q and the target distance B is Q=0.5B, when the distance between the target sound and the first virtual character is 20 meters, the color of the second mark S2 is red, when the distance between the target sound and the first virtual character is 40 meters, the color of the second mark S2 is yellow, and when the distance between the target sound and the first virtual character is 60 meters, the color of the second mark S2 is green.

[0056] For example, suppose the color parameter value is Q, where Q=1, 2, or 3, where 1 indicates red, 2 indicates yellow, and 3 indicates green, and a larger Q value indicates a closer distance between the target sound and the first virtual character. When the target distance B < 50 meters, the color parameter value Q = 1, and the second mark is displayed in red. When the target distance 50 ≤ B < 100 meters, the color parameter value Q = 2, and the second mark is displayed in yellow. When the target distance B ≥ 100 meters, the color parameter value Q = 3, and the second mark is displayed in green. In other words, the transparency parameter value has a positive correlation with the interval boundary value of the distance interval in which the target distance is located.

[0057] In yet another preferred example, when using color parameters to distinguish the distance between a target voice and a first virtual character, the values ​​of the color parameters may each represent different color depths of the same color, for example, for the same color, the color parameters may be several values ​​ranging from shallow to deep. The values ​​of the color parameters have a positive correlation with the target distance, or with the interval boundary value of the distance interval in which the target distance is located. For an explanation of the positive correlation process, please refer to the above examples, which will be omitted here.

[0058] Accordingly, when using color parameters to distinguish the distance between the target voice and the first virtual character, the values ​​of the color parameters may each represent different color depths of the same color; for example, for the same color, the color parameters may have several values ​​ranging from shallow to deep. The values ​​of the color parameters have a negative correlation with the target distance, or with the interval boundary value of the distance interval in which the target distance is located. For a detailed explanation of the negative correlation process, please refer to the above embodiment, and the explanation will be omitted here.

[0059] Otherwise, the step of displaying the second mark according to the color parameters is: A step of determining the value of a color parameter based on the display parameters and target distance of the first virtual character's game screen, wherein the color difference value between the color indicated by the value of the color parameter and the color indicated by the display parameters of the game screen is greater than a predetermined threshold, The process further includes the step of displaying a second mark whose color is a target color, wherein the target color is a color indicated by the value of a color parameter.

[0060] Assuming that the display parameter of the game screen on which the first virtual character is located may be, but is not limited to, the brightness of the game screen, and assuming that the brightness of the first game screen seen by the first virtual character located at the first spatial position V1 is bright, a first value of the color parameter of the second mark is determined based on the first target distance between the first spatial position V1 and the target sound, and the brightness of the first game screen, and the second mark is displayed in dark red according to the first value, for example, as shown in Figure 8(a).

[0061] When the first virtual character moves to the first spatial position V'1, and the brightness of the second game screen viewed by the first virtual character at the first spatial position V'1 is dark, a second value of the color parameter of the second mark is determined based on the second target distance between the first spatial position V'1 and the target sound, and the brightness of the first game screen. Depending on this second value, the second mark is displayed in light red, for example, as shown in Figure 8(b).

[0062] As described above, the second mark is displayed according to the values ​​of the transparency parameter and the color parameter, and in the process of displaying the second mark according to the value of the color parameter, the display parameters of the game screen are further taken into consideration. This allows the player to more easily distinguish the distance between the target sound and the first virtual character visually, and the direction information is displayed more intuitively.

[0063] When displaying the first direction information for the target voice, in addition to displaying the second mark according to the first display parameter, it is also possible to display the second mark according to the second display parameter, specifically, The steps include displaying a first mark and a first connecting line on a target game application, and displaying a second mark according to a second display parameter, wherein the value of the second display parameter corresponds to the intensity of the target sound.

[0064] In the embodiment of the present invention, when a player attempts to quickly and accurately determine the spatial relative position of the target sound and the first virtual character, the intensity of the target sound can be used to help the player more accurately determine the azimuth information of the target sound, in addition to the distance information displayed when the second mark is displayed by the first display parameter.

[0065] As a preferred example, the step of displaying a second mark according to the second display parameter described above is: If the second mark is a sound waveform-shaped mark and the second display parameter is a sound amplitude parameter, the step of displaying the sound waveform-shaped mark according to the sound amplitude parameter includes the step of the value of the sound amplitude parameter indicating the amplitude of the sound waveform-shaped mark when the sound waveform-shaped mark is displayed, and the value of the sound amplitude parameter having a positive correlation with the intensity of the target sound, or If the second mark is a linear mark and the second display parameter is a line height parameter, the step of displaying the linear mark according to the line height parameter includes the step of the value of the line height parameter indicating the line height of the linear mark when the linear mark is displayed, and the value of the line height parameter having a positive correlation with the intensity of the target sound.

[0066] The following describes the implementation process for displaying the second mark according to the second display parameter, with reference to specific examples.

[0067] Example 3 Assuming that the intensity of the target sound is distinguished using the sound wave amplitude parameter, the value of the sound wave amplitude parameter has a positive correlation with the intensity of the target sound, or the value of the sound wave amplitude parameter has a positive correlation with the interval boundary value of the intensity interval in which the intensity of the target sound is located.

[0068] For example, assuming that the value of the sound wave amplitude parameter is M and the intensity of the target sound is N, the relationship between M and N is M = 1.5N + 3. That is, when the target sound is intense (high intensity), the sound wave amplitude is large, for example, as shown in the second mark S2 in Figure 9(a). Conversely, when the target sound is weak (low intensity), the sound wave amplitude is small, for example, as shown in the second mark S'2 in Figure 9(a). From the spatial relationship display results shown in Figure 9(c), it can be seen that when firing while running, the intensity of the target sound V1 is intense, and when firing while running silently, the intensity of the target sound V2 is weak.

[0069] For example, when the intensity of the target sound is N < 20 dB, the sound wave amplitude is M = 1; when the intensity of the target sound is 20 ≤ N < 70 dB, the sound wave amplitude is M = 3; and when the intensity of the target sound is N ≥ 100 dB, the sound wave amplitude is M = 5. In other words, the value of the sound wave amplitude parameter has a positive correlation with the interval boundary value of the intensity interval in which the intensity of the target sound is located.

[0070] As another preferred example, assuming that the intensity of a target sound is distinguished using a sound wave amplitude parameter, the value of the sound wave amplitude parameter is negatively correlated with the intensity of the target sound, or the value of the sound wave amplitude parameter is negatively correlated with the interval boundary value of the intensity interval in which the intensity of the target sound is located.

[0071] For example, assuming that the value of the sound wave amplitude parameter is M and the intensity of the target sound is N, the relationship between M and N is M = PN, where P is a constant. That is, when the target sound is intense, the value of the sound wave amplitude parameter is small, and when the target sound is weak, the value of the sound wave amplitude parameter is large.

[0072] For example, when the intensity of the target sound N < 20 dB, the value of the sound wave amplitude parameter M = 5; when the intensity of the target sound N ≤ N < 70 dB, the value of the sound wave amplitude parameter M = 3; and when the intensity of the target sound N ≥ 100 dB, the value of the sound wave amplitude parameter M = 1. In other words, the value of the sound wave amplitude parameter has a negative correlation with the interval boundary value of the intensity interval in which the intensity of the target sound is located.

[0073] Example 4 Assuming that the line height parameter is used to distinguish the intensity of the target sound, the value of the line height parameter has a positive correlation with the intensity of the target sound, or the value of the line height parameter has a positive correlation with the interval boundary value of the intensity interval in which the intensity of the target sound is located.

[0074] For example, assuming that the value of the line height parameter is T and the intensity of the target sound is N, the relationship between T and N is T = 2N. That is, when the target sound is intense (high intensity), for example, as shown in the second mark S2 in Figure 9(b), the value of the line height parameter is large, and conversely, when the target sound is weak (low intensity), for example, as shown in the second mark S'2 in Figure 9(b), the value of the line height parameter is small.

[0075] For example, when the intensity of the target sound N < 20 dB, the value of the line height parameter T = 1; when the intensity of the target sound 20 ≤ N < 70 dB, the value of the line height parameter T = 2; and when the intensity of the target sound N ≥ 100 dB, the value of the line height parameter T = 3. In other words, the value of the line height parameter has a positive correlation with the interval boundary value of the intensity interval in which the intensity of the target sound is located.

[0076] As another preferred example, assuming that the line height parameter is used to distinguish the intensity of the target sound, the value of the line height parameter is negatively correlated with the intensity of the target sound, or the value of the line height parameter is negatively correlated with the interval boundary value of the intensity interval in which the intensity of the target sound is located.

[0077] For example, assuming that the line height parameter value is T and the intensity of the target sound is N, the relationship between T and N is T=PN, where P is a constant. That is, when the target sound is intense, the line height parameter value is small, and when the target sound is weak, the line height parameter value is large.

[0078] For example, when the intensity of the target sound N < 20 dB, the value of the line height parameter T = 3; when the intensity of the target sound 20 ≤ N < 70 dB, the value of the line height parameter T = 2; and when the intensity of the target sound N ≥ 100 dB, the value of the line height parameter T = 1. In other words, the value of the line height parameter has a negative correlation with the interval boundary value of the intensity interval in which the intensity of the target sound is located.

[0079] It is readily apparent that, in addition to displaying the second mark according to the first display parameter or the second display parameter, it is also possible to combine the first and second display parameters and display the second mark according to the first and second display parameters. In other words, the second mark S2 may be displayed according to the distance between the target sound and the first virtual character, and the intensity of the target sound.

[0080] As can be seen from the analysis of each of the above embodiments, the second mark can be displayed on the surface of a three-dimensional virtual sphere based on parameters such as the distance between the first spatial position and the second spatial position and / or the intensity of the target sound. The player can quickly and accurately determine the directional information of the target sound based on the display style of the second mark, thereby improving decision efficiency and enhancing the usefulness of the directional information.

[0081] Furthermore, in the embodiment of the present application, the method for displaying the orientation information further includes at least one of the following (1) to (3).

[0082] (1) As shown in Figure 11, when the orientation information for the third spatial position where the second virtual character is located is displayed on the first screen of the target game application where the first virtual character is located, the orientation information for the second virtual character is already displayed on the second screen of the target game application where the second virtual character is located.

[0083] (2) As shown in Figure 3(a), when a first target sound is generated at the second spatial position and a third virtual character located at the fourth spatial position performs a virtual attack and hits the first virtual character, the direction mark of the second spatial position and the type of the first target sound, and / or the direction mark of the fourth spatial position where the third virtual character is located and the type of the second target sound are displayed on the three-dimensional virtual sphere.

[0084] The types of the first and second target voices include, but are not limited to, aggressive and non-aggressive voices, and the fourth spatial location includes, but is not limited to, locations other than the first and second spatial locations.

[0085] (3) As shown in Figure 3(a), when a first target sound is generated at a second spatial position and the azimuth mark of the second spatial position is displayed on a three-dimensional virtual sphere within a predetermined time, if the virtual character generating the first target sound moves to another spatial position outside the field of view of the first virtual character at the second spatial position which is located within the field of view of the first virtual character, the display of the azimuth mark of the second spatial position is canceled, and the virtual character generating the first target sound is either a player virtual character or a non-player virtual character.

[0086] As a result, different display formats for compass directions can be set as needed, meeting users' personalization needs, improving the flexibility of displaying compass directions, and enhancing the enjoyment of the game.

[0087] Clearly, Examples 1 to 4 above mainly describe a specific implementation method for displaying the second mark when the first direction indication information is displayed using the first mark, the second mark, and the first connecting line from the first mark to the second mark. In addition, the first direction indication information for the target voice can be displayed as follows: If the surface of a 3D virtual sphere is divided according to a grid, and the second mark corresponds to a target grid on the surface of the 3D virtual sphere, the target game application includes the steps of displaying the first mark and the first connecting line, and displaying the target grid marked as the target color, or If the surface of a three-dimensional virtual sphere is divided according to a grid and a second mark corresponds to a target grid on the surface of the three-dimensional virtual sphere, the goal game application includes the steps of displaying a first mark and a first connecting line, and displaying a grid in a portion of the surface of the three-dimensional virtual sphere, wherein the grid in the portion of the sphere includes a target grid marked as the target color and a set of grids that are not marked with a color or are marked with a color different from the target color.

[0088] As shown in Figure 10, the surface of a three-dimensional virtual sphere is divided according to a grid, and it is assumed that the center S1 of the three-dimensional virtual sphere indicates the first spatial position where the first virtual character is located. When a target sound occurs at the second spatial position, the target sound is mapped to the target grid on the surface of the three-dimensional virtual sphere, and the target grid is marked with a target color, for example, red. Then, the first orientation information of the target sound is displayed using the target grid marked in red, a set of grids around it, the first mark (sphere center) S1, and the first connecting line. The set of grids around the target grid has the same function as the lines of longitude and latitude of the three-dimensional virtual sphere described in the above embodiment, and mainly assists in determining the orientation information of the target sound.

[0089] Furthermore, since target sound usually propagates in the form of sound waves, in order to display the visual representation of sound in a more visually appealing way, in actual game scenes, the target grid is usually composed of multiple grids, and the center of the figure composed of multiple grids may be understood as the second mark S2 indicating the target sound, and the first connecting line is the connecting line between S1 and S2.

[0090] Note that the target grid shown in Figure 10 is merely an example and is not limiting; for example, the number of target grids may be one or any other number of two or more.

[0091] Furthermore, if the target grid is marked as the target color, a pair of grids surrounding the target grid may not be marked with a color to distinguish them from the target grid, or the pair of grids may be marked with a color different from the target grid, for example, the target grid may be marked as red and the pair of grids as blue.

[0092] As described above, the pair of grids surrounding the target grid primarily assists in determining the directional information of the target audio. Therefore, in some application scenarios, it is acceptable to display only the target grid marked as the target color, and not the pair of grids surrounding the target grid.

[0093] According to the above method, by displaying a target grid marked as the target color on the surface of a three-dimensional virtual sphere, or by displaying a target grid marked as the target color and a set of grids around it, the visual effect of the direction indication information for target sound or hit information is improved, and the player is helped to quickly determine the direction of the target sound.

[0094] As described in the above embodiment, the target sound may be, but is not limited to, sounds emitted from various scene elements in the current game scene, such as angry noises emitted from a virtual animal, or gunshots emitted when a virtual character other than the first virtual character fires. And, if the target sound is information that the first virtual character has been hit, the above method is: If a virtual attack performed by a second virtual character hits a first virtual character, the goal game application further includes the step of displaying second orientation information for the second virtual character, wherein the second orientation information includes a first mark, a third mark, and a second connecting line from the first mark to the third mark, the third mark being located on the surface of a three-dimensional virtual sphere, the third mark indicating a projection of the third spatial position where the second virtual character is located onto the three-dimensional virtual sphere, and the second connecting line indicating the orientation of the third spatial position where the second virtual character is located relative to the first spatial position.

[0095] As shown in Figure 11(a), assuming that the second virtual character hits the first virtual character when it performs a virtual attack task, the spatial position of the second virtual character is mapped to a third mark S3 on the surface of a three-dimensional virtual sphere as shown in Figure 11(b), and the third spatial position of the first virtual character is mapped to the center S1 of the three-dimensional virtual sphere using the orientation information display method described above. Then, the second orientation information for the second virtual character is displayed using the first mark, the third mark, and the second connecting line between the first and third marks.

[0096] Normally, it is only necessary to display the second virtual character's directional information on the game screen if the second virtual character hits the first virtual character. It is easy to understand that if the second virtual character performs a virtual attack but does not hit the first virtual character, it is not necessary to display hit information (firing sound or the directional information of the firing position of the second virtual character) to the first virtual character.

[0097] As a preferred example, the step of displaying the second orientation information of the second virtual character in the target game application described above is: The steps include displaying a first mark, a third mark, a second connecting line, and the lines of longitude and latitude of the third mark in a three-dimensional virtual sphere in a target game application, wherein the second orientation information further includes the lines of longitude and latitude of the third mark in a three-dimensional virtual sphere.

[0098] As described in the above embodiment, the lines of longitude and latitude determine the position and direction on the three-dimensional virtual sphere, with meridians indicating the north-south direction and parallels indicating the east-west direction. In a three-dimensional virtual sphere as shown in Figure 11(b), the lines of parallels can be used to auxiliaryly display the first relative positional relationship between the third mark S3 and the first mark S1 in the x,z plane, and the lines of longitude can be used to auxiliaryly display the second relative positional relationship between the third mark S3 and the first mark S1 in the y-axis direction. By combining the first and second relative positional relationships, it is possible to quickly determine that the target sound is located to the right and behind the first virtual character.

[0099] The second orientation information for the second virtual character shown in Figure 11 is merely an example and is not limited to this. For example, in actual application scenarios, multiple orientation information, such as two, three, or other quantities, can be displayed simultaneously on a three-dimensional virtual sphere.

[0100] By using the latitude and longitude lines of orientation information in a 3D virtual sphere to assist the player in determining the orientation information of the third spatial position where the second virtual character is located, this technology improves decision-making efficiency and the accuracy of the decision results.

[0101] As a preferred example, in addition to displaying the direction information of the target audio as a 3D virtual sphere, it can also be displayed as follows, specifically: The steps include: when a target sound is generated at a second spatial location, displaying third orientation information on a thumbnail map in the target game application, wherein the thumbnail map displays planar map information in which a three-dimensional game scene in which a first virtual character is located is mapped onto the target plane, the first spatial location is located on the target plane, the third orientation information includes the orientation of the planar projection position on the target plane relative to the first spatial location, and a target direction mark, the planar projection position is the projection position of the second spatial location onto the target plane, and the target direction mark indicates that the second spatial location is located above or below the target plane.

[0102] As shown in Figure 12, the thumbnail map displays a first mark S1 representing the first spatial position where the first virtual character is located, and displays the second spatial position where the target sound is located within a ring-shaped region around the first mark S1. That is, the projection positions of the first and second spatial positions onto the plane where the x and z axes are located are displayed in the thumbnail, and a target direction mark indicates that the second spatial position is located above or below the plane where the x and z axes are located.

[0103] For example, as shown in Figure 12, the first mark S1 and the second mark S2 can only display the relative positional relationship between the first and second spatial positions in the plane where the x and z axes are located, but they cannot accurately distinguish the three-dimensional orientation information on the y axis. The triangle icon clearly distinguishes whether the second spatial position is located above or below the plane where the x and z axes are located. For example, when one corner of the triangle icon is pointing downwards, it indicates that the second spatial position is located below the plane where the x and z axes are located, and conversely, when one corner of the triangle icon is pointing upwards, it indicates that the second spatial position is located above the plane where the x and z axes are located.

[0104] By adding target direction markers to the thumbnail map, it becomes possible to not only display directional information on the plane where the x and z axes of the second spatial position and the first spatial position are located, but also to clearly distinguish the three-dimensional directional information on the y axis, thereby assisting the player in determining the direction of the target sound and increasing the variety of display formats for directional information.

[0105] While the above embodiments mainly described how to display direction information from the product side, the following will explain in detail how to display the first direction information of the target voice in the target game application from the perspective of background technology.

[0106] Specifically, the steps include obtaining the first spatial position where the first virtual character is located, and the second spatial position where the target sound originated, If the distance between the first spatial position and the second spatial position is less than or equal to a predetermined distance threshold, the first spatial position is mapped to the center of the 3D virtual sphere according to the same mapping relationship, a first mark is displayed at the center of the 3D virtual sphere, and the second spatial position is mapped to a target mapping position in the 3D space where the 3D virtual sphere is located. The steps include determining the position where the target connecting line intersects with the surface of the 3D virtual sphere, displaying a second mark at the intersection, and displaying the first connecting line, wherein the target connecting line is a connecting line passing through the center of the 3D virtual sphere and the target mapping position.

[0107] As shown in Figure 13(a), the implementation step of displaying the first directional information of the target audio in the target game application includes the following steps S1302 to S1312.

[0108] In step S1302, if the target sound originates from the second spatial position S0 in the game scene, the position information (X1, Y1, Z1) of the second spatial position S0 is acquired. For example, assuming that the first virtual character is located at the first spatial position shown in Figure 3(a), the target voice is located at the second spatial position V0 shown in Figure 3(a) (the spatial positions of S0 and V0 are the same).

[0109] In step S1304, it is determined whether the distance between the first spatial position where the player is located and the second spatial position is less than or equal to a predetermined distance threshold. In game scenes, based on the game rules, only target audio within a predetermined range from the player is typically displayed. For example, only target audio or hit information within 100 meters of the player is displayed.

[0110] In step S1306, if the distance is below a predetermined threshold, the first spatial position where the player is located is mapped to the aiming point position on the screen, for example, S1 as shown in Figure 13(b). For the game screen in the target game application where the first virtual character is displayed, a viewpoint centered on the first virtual character is selected, and the first spatial position where the first virtual character is located is mapped to the center of a three-dimensional virtual sphere as shown in Figure 13(b).

[0111] In step S1308, a sphere with radius R is constructed using the aiming point on the screen as the center of the sphere. In the embodiments of this application, the value of R is not limited.

[0112] In step S1310, using a mapping relationship similar to that of the first spatial position, the second spatial position where the target sound is located is mapped to the target mapping position in the 3D space where the 3D virtual sphere is located. For example, if we map to S2 as shown in Figure 13(b), the following relationship exists between the coordinates of S2 (X2, Y2, Z2) and the coordinates of S1 (X1, Y1, Z1).

[0113] X1 = L * X2 / R, Y1 = L * Y2 / R, Z1 = L * Z2 / R, L represents the length from S1 to S0, and R also represents the length from S1 to S0; that is, R is the radius of the 3-dimensional virtual sphere.

[0114] Furthermore, because the R values ​​are different, the location where the second spatial position where the target sound is located is mapped to the target mapping position S2 in the 3D space where the 3D virtual sphere is located is also different. The target mapping position S2 may be located on the surface of the 3D virtual sphere or inside the 3D virtual sphere.

[0115] When the target mapping position S2 is located on the surface of the 3D virtual sphere, the connecting line between S1 and S2 is directly determined as the first connecting line. When the target mapping position S2 is located inside the 3D virtual sphere, the connecting line between S1 and S2 is extended until an intersection point exists with the surface of the 3D virtual sphere, and this intersection point, along with the connecting line where S1 and S2 are located, is determined as the first connecting line.

[0116] Clearly, during implementation of the present invention, it is easily understood that, according to a similar mapping relationship, the first spatial position where the first virtual character is located and the second spatial position where the target sound is located are mapped to the center of the 3D virtual sphere and the target mapping position in the 3D space where the 3D virtual sphere is located, respectively.

[0117] In step S1312, a 3D information figure is displayed at point S2 on the screen, including mutually perpendicular lines of longitude and latitude, and connecting lines to the center of the sphere. The specific representation format of the information graphic can refer to the sound wave shape indicated by point S2 shown in Figures 6 and 7, or the linear pattern shown in Figure 9(b). The target connecting line between S1 and S2, and the information pattern at point S2, are used to display the first direction indication information of the target sound in the target game application.

[0118] According to the above embodiment of the present invention, using a similar mapping relationship, the first spatial position and the second spatial position are mapped to two mapping positions in the three-dimensional space where the three-dimensional virtual sphere on the screen is located. Subsequently, the direction indication information for the target sound is displayed using the two mapping positions and the connecting lines between the two mapping positions. This makes the direction indication information for the target sound more accurate, avoids the technical problem of low accuracy that occurred in the process of displaying the direction indication information, and achieves the technical effect of improving the accuracy of the display of the direction indication information.

[0119] While the embodiments of each of the aforementioned methods are described as a combination of a series of operations for the sake of brief explanation, those skilled in the art should understand that this application is not limited to the described order of operations, because according to this application, some steps can be performed in other orders or simultaneously. Furthermore, those skilled in the art should understand that all embodiments described herein are preferred embodiments, and such operations and modules are not necessarily required for this application.

[0120] According to another embodiment of the present invention, a display device for orientation information shown in Figure 14 is further provided, the device is A first display unit 1402 that displays the game screen of a first virtual character in the target game application, A first processing unit 1404 that, when a target sound is generated at a second spatial location, displays first orientation information for the target sound in a target game application, wherein the first orientation information includes a first mark, a second mark, and a first connecting line from the first mark to the second mark, the first mark being located at the center of a three-dimensional virtual sphere and indicating the first spatial location where a first virtual character is located, the second mark being located on the surface of the three-dimensional virtual sphere and indicating the projection of the second spatial location where the target sound is located onto the three-dimensional virtual sphere, and the first connecting line indicating the orientation of the second spatial location with respect to the first spatial location.

[0121] Preferably, the first processing unit 1404 is A first display module that displays a first mark, a second mark, a first connecting line, and the lines of longitude and latitude of the second mark in a three-dimensional virtual sphere in a target game application, wherein the first orientation information further includes a first display module that includes the lines of longitude and latitude of the second mark in a three-dimensional virtual sphere.

[0122] Preferably, the first processing unit 1404 is A second display module that displays a first mark and a first connecting line in a target game application and displays a second mark according to a first display parameter, wherein the value of the first display parameter corresponds to the target distance, and the target distance is the distance from the second spatial position to the first spatial position.

[0123] Preferably, the second display module is If the first display parameter is a transparency parameter, the first processing submodule displays the second mark according to the transparency parameter, and the value of the transparency parameter includes a first processing submodule that indicates the transparency of the second mark when the second mark is displayed, or If the first display parameter is a color parameter, the first processing submodule displays a second mark according to the color parameter, and the value of the color parameter includes a first processing submodule that indicates the color of the second mark when the second mark is displayed.

[0124] Preferably, the first processing unit 1404 is A third display module that displays a first mark and a first connecting line on a target game application and displays a second mark according to a second display parameter, wherein the value of the second display parameter includes a third display module corresponding to the intensity of the target sound.

[0125] Preferably, the third display module is If the second mark is a sound waveform-shaped mark and the second display parameter is a sound amplitude parameter, the second processing submodule displays the sound waveform-shaped mark according to the sound amplitude parameter, wherein the value of the sound amplitude parameter indicates the amplitude of the sound waveform-shaped mark when the sound waveform-shaped mark is displayed, and the value of the sound amplitude parameter has a positive correlation with the intensity of the target sound, or If the second mark is a linear mark and the second display parameter is a line height parameter, the second processing submodule includes a second processing submodule that displays the linear mark according to the line height parameter, wherein the value of the line height parameter indicates the line height of the linear mark when the linear mark is displayed, and the value of the line height parameter has a positive correlation with the intensity of the target sound.

[0126] Preferably, the above device is A second processing unit that displays second orientation information for the second virtual character in a target game application when a virtual attack performed by the second virtual character hits the first virtual character, the second orientation information includes a first mark, a third mark, and a second connecting line from the first mark to the third mark, the third mark being located on the surface of a three-dimensional virtual sphere, the third mark indicating a projection of the third spatial position where the second virtual character is located onto the three-dimensional virtual sphere, and the second connecting line indicating the orientation of the third spatial position where the second virtual character is located relative to the first spatial position.

[0127] Preferably, the second processing unit is A fourth display module that displays a first mark, a third mark, a second connecting line, and the lines of longitude and latitude of the third mark in a three-dimensional virtual sphere in a target game application, wherein the second orientation information further includes a fourth display module that includes the lines of longitude and latitude of the third mark in a three-dimensional virtual sphere.

[0128] Preferably, the first processing unit 1404 is If the surface of a 3D virtual sphere is divided according to a grid, and the second mark corresponds to a target grid on the surface of the 3D virtual sphere, the target game application further includes a first processing module that displays the first mark and the first connecting line, and displays the target grid marked as the target color, or A first processing module displays a first mark and a first connecting line in a target game application, and displays a grid in a portion of the surface of the 3D virtual sphere, where the surface of a 3D virtual sphere is divided according to a grid, and a second mark corresponds to a target grid on the surface of the 3D virtual sphere, wherein the grid in the portion of the sphere further includes a first processing module that includes a target grid marked as a target color and a set of grids that are not marked with a color or are marked with a color different from the target color.

[0129] Preferably, the above device is A third processing unit that, when a target sound is generated at a second spatial position, displays third orientation information on a thumbnail map in a target game application, wherein the thumbnail map displays planar map information in which a three-dimensional game scene in which a first virtual character is located is mapped onto a target plane, the first spatial position is located on the target plane, the third orientation information includes the orientation of the planar projection position on the target plane relative to the first spatial position, and a target direction mark, the planar projection position is the projection position of the second spatial position onto the target plane, and the target direction mark indicates that the second spatial position is located above or below the target plane, further comprising a third processing unit.

[0130] Preferably, the first processing unit 1404 is An acquisition module that acquires the first spatial position where the first virtual character is located, and the second spatial position where the target sound originated, A second processing module, when the distance between the first spatial position and the second spatial position is less than or equal to a predetermined distance threshold, maps the first spatial position to the center of a 3D virtual sphere according to the same mapping relationship, displays a first mark at the center of the 3D virtual sphere, and maps the second spatial position to a target mapping position in the 3D space where the 3D virtual sphere is located. A third processing module that determines the position where a target connecting line intersects with the surface of a 3D virtual sphere, displays a second mark at the intersection position, and displays a first connecting line, wherein the target connecting line is a connecting line passing through the center of the 3D virtual sphere and the target mapping position.

[0131] By applying the above device to a game screen displaying a first virtual character, the second spatial position where the target sound is located and the first spatial position where the first virtual character is located are mapped to the center (first mark) and the second mark on the surface of a three-dimensional virtual sphere, respectively. The first connecting line between the first and second marks is then used to indicate the orientation of the second spatial position relative to the first spatial position. In other words, by adding display information in the y-axis direction to the three-dimensional virtual sphere, the orientation information for the target sound is made more accurate, avoiding the technical problem of low accuracy that occurred in the process of displaying the orientation information, and achieving a technical effect of improving the accuracy of the orientation information display.

[0132] The embodiment of the direction information display device described here can be found in the embodiment of the direction information display method described above, and therefore, the explanation is omitted here.

[0133] In yet another embodiment of the present invention, an electronic device is provided that implements the method for displaying the orientation information described above, which may be a terminal device as shown in Figure 15. This embodiment is described as an example in which the electronic device is a background device. As shown in Figure 15, the electronic device includes a memory 1502 and a processor 1504, the memory 1502 storing a computer program, and the processor 1504 is configured to perform the steps in any embodiment of the above method by the computer program.

[0134] Preferably, in this embodiment, the electronic device may be located at least one of a plurality of network devices in a computer network.

[0135] Preferably, in this embodiment, the processor is controlled by a computer program, Step S1 involves displaying the game screen of the first virtual character in the target game application, Step S2 is configured to perform the following steps: when a target sound is generated at a second spatial location, display first orientation information of the target sound in the target game application, wherein the first orientation information includes a first mark, a second mark, and a first connecting line from the first mark to the second mark, the first mark being located at the center of a three-dimensional virtual sphere and indicating the first spatial location where a first virtual character is located, the second mark being located on the surface of a three-dimensional virtual sphere and indicating the projection of the second spatial location where the target sound is located onto the three-dimensional virtual sphere, and the first connecting line indicating the orientation of the second spatial location with respect to the first spatial location.

[0136] Preferably, those skilled in the art will understand that the configuration shown in Figure 15 is merely illustrative, and the electronic device may be a target terminal such as a smartphone (e.g., an Android phone, an iOS phone), a tablet computer, a palmtop computer, or a Mobile Internet Device (MID), or a PAD. Figure 15 is not limiting to the configuration of the electronic device. For example, the electronic device may include more or fewer components (e.g., network interfaces) than those shown in Figure 15, or may have a different configuration than that shown in Figure 15.

[0137] Memory 1502 stores software programs and modules, such as program instructions / modules corresponding to the method and apparatus for displaying orientation information in the embodiments of this application. The processor 1504 executes various functional applications and data processing by executing the software programs and modules stored in memory 1502, thereby realizing the method for displaying orientation information described above. Memory 1502 may include high-speed random access memory and may further include non-volatile memory such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some embodiments, memory 1502 may further include memory remotely installed relative to the processor 1504, and these remote memories may be connected to terminals via a network. Examples of the network include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. Specifically, memory 1502 stores, but is not limited to, a first spatial location where a first virtual character is located, a second spatial location where a target voice is located, and a mapping relationship between the first and second spatial locations. As an example, as shown in Figure 15, the memory 1502 may include, but is not limited to, the first display unit 1402 and the first processing unit 1404 in the direction information display device. It may also include, but is not limited to, other module units in the direction information display device, and their explanation is omitted in this example.

[0138] Preferably, the transmission device 1506 transmits and receives data over a single network. Specific examples of the network may include wired and wireless networks. In one example, the transmission device 1506 includes a network interface controller (NIC) that can communicate with the Internet or a local area network via network cables to other network devices and routers. In another example, the transmission device 1506 may be a radio frequency (RF) module that communicates with the Internet wirelessly.

[0139] The electronic device further includes a display 1508 that displays the direction information of the target voice, and a connection bus 1510 that connects each module component of the electronic device.

[0140] In other embodiments, the target terminal or server may be a node in a distributed system, which may be a blockchain system, which may be a distributed system formed by the connection of multiple nodes in the form of network communication. A peer-to-peer (P2P) network can be formed between the nodes, and any type of computing device, such as electronic devices like servers and terminals, can become a node in the blockchain system by joining the peer-to-peer network.

[0141] According to one aspect of the present application, a computer program product or computer program including computer instructions is provided, wherein the computer instructions are stored in a computer-readable storage medium. The processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the computer device to perform various preferred embodiment methods for displaying orientation information, such as the server verification process, and the computer program, when executed, is configured to perform the steps in the embodiment of any of the above methods.

[0142] Preferably, in this embodiment, the computer-readable storage medium is Step S1 involves displaying the game screen of the first virtual character in the target game application, A computer program may be configured to store a step S2 which, when a target sound occurs at a second spatial location, displays first orientation information for the target sound in the target game application, wherein the first orientation information includes a first mark, a second mark, and a first connecting line from the first mark to the second mark, the first mark being located at the center of a three-dimensional virtual sphere and indicating a first spatial location where a first virtual character is located, the second mark being located on the surface of a three-dimensional virtual sphere and indicating a projection of the second spatial location where the target sound is located onto the three-dimensional virtual sphere, and the first connecting line indicating the orientation of the second spatial location relative to the first spatial location.

[0143] Preferably, in this embodiment, all or part of the steps in each of the above embodiments can be implemented by a program that instructs hardware related to the target terminal, and the program may be stored in a computer-readable storage medium, the storage medium may include a flash disk, read-only memory (ROM), random access memory (RAM), magnetic disk, or optical disk, as will be understood by those skilled in the art.

[0144] The above numbers for the embodiments of this application are for illustrative purposes only and do not indicate any superiority or inferiority among the embodiments.

[0145] The integrated units in the above embodiments may be implemented in the form of software functional units and, if sold or used as independent products, may be stored on the computer-readable storage medium described above. Based on this understanding, the technical means of the present application, essentially or in part with respect to the prior art, or all or part of the technical means, may be implemented in the form of a computer software product, which is stored on a storage medium and includes several instructions for causing one or more computer devices (which may be personal computers, servers, or network devices, etc.) to perform all or part of the steps of each embodiment of the present application.

[0146] In the embodiments described above, each embodiment has its own emphasis, and for parts not described in detail in one embodiment, you can refer to the relevant descriptions in other embodiments.

[0147] In some embodiments relating to this application, it should be understood that the disclosed clients can be implemented in other forms. The embodiments of the apparatus described above are illustrative only, and for example, the division of units is merely the division of logic functions, and in actual implementation, there may be other forms of division, for example, multiple units or components may be combined or integrated into another system, or some features may be omitted or not performed. Also, the coupling or direct coupling or communication connection between things shown or discussed may be an indirect coupling or communication connection of several interfaces, units or modules, and may be in electrical or other forms.

[0148] Units described as separate components may or may not be physically separate, and components shown as units may or may not be physical units, that is, they may be located in one place or arranged in multiple network units. Depending on the actual needs, some or all of these units can be selected to achieve the objectives of the technical means of this embodiment.

[0149] Furthermore, in each embodiment of the present application, each functional unit may be integrated into a single processing unit, each unit may exist separately physically, or two or more units may be integrated into a single unit. The integrated unit may be implemented in hardware form or in the form of a software functional unit.

[0150] The foregoing describes only preferred embodiments of the present application, and a person skilled in the art can make various further improvements and modifications without departing from the principles described in the present application, and these improvements and modifications should also be considered within the scope of protection of the present application.

Claims

1. A method for displaying direction information, The steps include displaying the game screen of the first virtual character in the target game application, If a target sound is generated at a second spatial location, the step of displaying first directional information of the target sound in the target game application, The first direction indication information includes a first mark, a second mark, and a first connecting line from the first mark to the second mark. The first mark is located at the center of the three-dimensional virtual sphere, and the first mark indicates the first spatial position where the first virtual character is located. The second mark is located on the surface of the three-dimensional virtual sphere, and the second mark indicates the projection of the second spatial position where the target sound is located onto the three-dimensional virtual sphere. The first connecting line indicates the orientation of the second spatial position relative to the first spatial position. A step of displaying the second mark according to the first display parameter and the second display parameter, The value of the first display parameter corresponds to the target distance, and the target distance is the distance from the second spatial position to the first spatial position. The value of the second display parameter is displayed such that it has a positive correlation with the intensity of the target sound. Step Steps and Methods that include...

2. The method according to claim 1, wherein the first orientation information further includes the lines of longitude and latitude of the second mark in the three-dimensional virtual sphere.

3. The step of displaying the second mark according to the first display parameter is: If the first display parameter is a transparency parameter, the step of displaying the second mark according to the transparency parameter, wherein the value of the transparency parameter is, when displaying the second mark, the step of indicating the transparency of the second mark, or If the first display parameter is a color parameter, the step of displaying the second mark according to the color parameter, wherein the value of the color parameter indicates the color of the second mark when the second mark is displayed. The method according to claim 1, including the method described in claim 1.

4. The step of displaying the second mark according to the second display parameter is: If the second mark is a sound waveform-shaped mark and the second display parameter is a sound wave amplitude parameter, the step of displaying the sound waveform-shaped mark according to the sound wave amplitude parameter, wherein the value of the sound wave amplitude parameter indicates the amplitude of the sound waveform-shaped mark when the sound waveform-shaped mark is displayed, and the value of the sound wave amplitude parameter has a positive correlation with the intensity of the target sound, or Steps to display the linear mark according to the line height parameter, where the second mark is a linear mark and the second display parameter is a line height parameter, the value of the line height parameter indicates the line height of the linear mark when the linear mark is displayed, and the value of the line height parameter has a positive correlation with the intensity of the target sound. The method according to claim 1, including the method described in claim 1.

5. Steps to display second orientation information for the second virtual character in the target game application when a virtual attack performed by the second virtual character hits the first virtual character, wherein the second orientation information includes a first mark, a third mark, and a second connecting line from the first mark to the third mark, the third mark being located on the surface of the three-dimensional virtual sphere, the third mark indicating the projection of the third spatial position where the second virtual character is located onto the three-dimensional virtual sphere, and the second connecting line indicating the orientation of the third spatial position relative to the first spatial position. The method according to any one of claims 1 to 3, further comprising:

6. The method according to claim 5, wherein the second orientation information further includes the lines of longitude and latitude of the third mark in the three-dimensional virtual sphere.

7. The step of displaying the first directional information of the target voice in the target game application is: If the surface of the three-dimensional virtual sphere is divided according to a grid, and the second mark corresponds to a target grid on the surface of the three-dimensional virtual sphere, the goal game application displays the first mark and the first connecting line, and displays the target grid marked as the target color, or Steps to display the first mark and the first connecting line in the target game application, where the surface of the three-dimensional virtual sphere is divided according to a grid and the second mark corresponds to a target grid on the surface of the three-dimensional virtual sphere, and the grid of a portion of the surface of the three-dimensional virtual sphere is displayed, wherein the grid of the portion of the area includes the target grid marked as the target color and a set of grids that are not marked with a color or are marked with a color different from the target color. The method according to any one of claims 1 to 3, including

8. Steps to display third orientation information on a thumbnail map in the target game application when the target sound occurs at the second spatial position, wherein the thumbnail map displays planar map information in which the three-dimensional game scene in which the first virtual character is located is mapped onto the target plane, the first spatial position is located on the target plane, the third orientation information includes the orientation of the planar projection position on the target plane with respect to the first spatial position, and a target direction mark, the planar projection position is the projection position of the second spatial position onto the target plane, and the target direction mark indicates that the second spatial position is located above or below the target plane. The method according to any one of claims 1 to 3, further comprising:

9. The step of displaying the first directional information of the target voice in the target game application is: The steps include obtaining the first spatial position where the first virtual character is located, and the second spatial position where the target sound originated, If the distance between the first spatial position and the second spatial position is less than or equal to a predetermined distance threshold, the first spatial position is mapped to the center of the three-dimensional virtual sphere according to the same mapping relationship, the first mark is displayed at the center of the three-dimensional virtual sphere, and the second spatial position is mapped to a target mapping position in the three-dimensional space where the three-dimensional virtual sphere is located. The steps include determining the position where the target connecting line intersects with the surface of the three-dimensional virtual sphere, displaying the second mark at the intersection, and displaying the first connecting line, wherein the target connecting line is a connecting line that passes through the center of the three-dimensional virtual sphere and the target mapping position. The method according to any one of claims 1 to 3, including

10. A display device for direction information, A first display unit that displays the game screen of a first virtual character in the target game application, A first processing unit that, when a target sound is generated at a second spatial location, displays first directional information of the target sound in the target game application, The first direction indication information includes a first mark, a second mark, and a first connecting line from the first mark to the second mark. The first mark is located at the center of the three-dimensional virtual sphere. The first mark indicates a first spatial position where the first virtual character is located. The second mark is located on the surface of the three-dimensional virtual sphere, The second mark indicates the projection of the second spatial position where the target sound is located onto the three-dimensional virtual sphere. The first connecting line indicates the orientation of the second spatial position relative to the first spatial position. The system is configured to display the second mark according to the first and second display parameters, The value of the first display parameter corresponds to the target distance, and the target distance is the distance from the second spatial position to the first spatial position. The value of the second display parameter is displayed such that it has a positive correlation with the intensity of the target sound. First processing unit and A device including a device.

11. A computer program that, when executed by a processor, implements the method described in any one of claims 1 to 3.

12. An electronic device comprising memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to perform the method according to any one of claims 1 to 3 by means of the computer program.