Method and apparatus for displaying marking information, computer program, and electronic device

The method and apparatus improve marking information efficiency in multiplayer battle games by displaying scene maps with entry suggestions and automatic invitations, simplifying the marking and invitation process for team coordination.

JP7870883B2Active Publication Date: 2026-06-05TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2023-11-23
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

Conventional multiplayer battle games suffer from low display efficiency of marking information during the game preparation stage, where players have to perform cumbersome operations to mark points and invite team members, leading to inefficient communication.

Method used

A method and apparatus that display a preparation user interface showing a scene map, allowing players to mark target scene points and automatically generate entry suggestion information, including mission counter strategies, and transmit invitation information to other players to follow the marked points, simplifying the marking and invitation process.

Benefits of technology

Enhances the display efficiency of marking information by allowing players to easily mark points and invite others, ensuring seamless team coordination and reducing operational complexity in game preparation.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007870883000001
    Figure 0007870883000001
  • Figure 0007870883000002
    Figure 0007870883000002
  • Figure 0007870883000003
    Figure 0007870883000003
Patent Text Reader

Abstract

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

Description

Technical Field

[0001] This application claims the priority of a Chinese patent application filed with the China National Intellectual Property Administration on December 29, 2022, with the application number 202211711919.2 and the title "Method and Device for Displaying Marking Information, Computer program , and Electronic Device", and all of its content is incorporated herein by reference.

[0002] This application relates to the field of computers, and specifically, to a method and device for displaying marking information, Computer program , and an electronic device.

Background Art

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

[0004] In a conventional game, after a current player marks a point, it is unknown whether other players can receive the information of the marked point. Also, in a conventional game, point marking and dropping (Parachuting) are separate processes. When a player wants to send an invitation after marking a point or apply to follow after receiving the information of a point marked by another team member, they have to click many times, and the operation is very cumbersome and inefficient. That is, in the related art, there is a technical problem that the display efficiency of marking information is low in the game preparation stage.

[0005] At present, no effective solution has been proposed for the above problems. [Overview of the project] [Problems that the invention aims to solve]

[0006] The embodiments of this application provide a method and apparatus for displaying marking information that solve the technical problem of low display efficiency of marking information in at least related technologies. Computer program , and also to provide electronic devices. [Means for solving the problem]

[0007] According to one aspect of the embodiment of this application, after it is decided that the first virtual target will participate in the game mission ,before The present invention provides a method for displaying marking information, comprising the steps of: displaying a preparation user interface before a first virtual object enters a virtual game scene set up for the game mission, wherein the preparation user interface displays a scene map corresponding to the virtual game scene; if a target scene point in the scene map is marked, presenting entry suggestion information that matches the target scene point, wherein the entry suggestion information is for presenting the entry position when the first virtual object enters the virtual game scene and a mission counter strategy that matches the entry position; and transmitting first entry invitation information to a second virtual object to participate in the game mission in response to an operation on an invitation widget that matches the target scene point, wherein the first entry invitation information is for inviting the second virtual object to enter the virtual game scene following the first virtual object.

[0008] Another aspect of the embodiment of the present invention further provides a marking information display device including: a display unit for displaying a preparatory user interface for a first virtual object before it enters a virtual game scene set up for a game mission after it has been decided that the first virtual object will participate in a game mission, wherein the preparatory user interface displays a scene map corresponding to the virtual game scene; a presentation unit for presenting entry presentation information that matches a target scene point when a target scene point in the scene map is marked, wherein the entry presentation information presents the entry position when the first virtual object enters the virtual game scene and a mission counter strategy that matches the entry position; and a transmission unit for transmitting first entry invitation information to a second virtual object to participate in the game mission in response to an operation on an invitation widget that matches the target scene point, wherein the first entry invitation information invites the second virtual object to enter the virtual game scene following the first virtual object.

[0010] Another aspect of the embodiments of the present application provides a computer program product or computer program that includes computer commands stored in a computer-readable storage medium. The computer commands are read from the computer-readable storage medium by the processor of a computer device and executed by the processor, causing the computer device to perform the method of displaying the marking information described above.

[0011] Further aspects of embodiments of the present invention provide an electronic device comprising 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 marking information described above by the computer program. [Effects of the Invention]

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

[0013] The drawings described herein are provided to further illustrate embodiments of the present application and constitute part of the present application. The exemplary embodiments and their descriptions herein are for interpretive purposes only and do not constitute an unreasonable limitation of the present application. [Figure 1] Figure 1 is a schematic diagram of the hardware environment for a method of displaying marking information according to an embodiment of the present application. [Figure 2] Figure 2 is a flowchart of the method for displaying marking information according to an embodiment of the present application. [Figure 3] Figure 3 is a schematic diagram of a method for displaying marking information according to an embodiment of the present application. [Figure 4] Figure 4 is a schematic diagram of another method for displaying marking information according to an embodiment of the present application. [Figure 5] Figure 5 is a schematic diagram of yet another method for displaying marking information according to an embodiment of the present application. [Figure 6] Figure 6 is a schematic diagram of yet another method for displaying marking information according to an embodiment of the present application. [Figure 7] Figure 7 is a schematic diagram of yet another method for displaying marking information according to an embodiment of the present application. [Figure 8] Figure 8 is a schematic diagram of yet another method for displaying marking information according to an embodiment of the present application. [Figure 9] FIG. 9 is a schematic diagram of yet another method for displaying marking information according to an embodiment of the present application. [Figure 10] FIG. 10 is a schematic diagram of yet another method for displaying marking information according to an embodiment of the present application. [Figure 11] FIG. 11 is a schematic diagram of yet another method for displaying marking information according to an embodiment of the present application. [Figure 12] FIG. 12 is a flowchart of another method for displaying marking information according to an embodiment of the present application. [Figure 13] FIG. 13 is a flowchart of another method for displaying marking information according to an embodiment of the present application. [Figure 14] FIG. 14 is a schematic structural diagram of a marking information display device according to an embodiment of the present application. [Figure 15] FIG. 15 is a schematic structural diagram of an electronic device according to an embodiment of the present application.

Embodiments for Carrying out the Invention

[0014] To enable those skilled in the art to better understand the solutions of the present application, in the following, while referring to the drawings in the embodiments of the present application, the technical solutions in the embodiments of the present application will be clearly and completely described. Of course, the described embodiments are only a part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative efforts shall fall within the protection scope of the present application.

[0015] Furthermore, terms such as “First,” “Second,” etc., in the specification, claims, and drawings of this application are for distinguishing similar subjects and are not necessarily intended to describe a specific order or chronological sequence. It should be understood that the data used herein may be interchangeable where appropriate so that the embodiments of this application described herein may be carried out in an order other than that illustrated or described herein. Also, the terms “includes,” “has,” and any variations thereof are intended to include non-exclusive inclusion, for example, a process, method, system, product, or device that includes a series of steps or units is not necessarily limited to those steps or units expressed herein, but may include other steps or units not expressed herein, or other steps or units specific to those processes, methods, products, or devices.

[0016] According to one aspect of the embodiments of the present application, a method for displaying marking information is provided. As an embodiment, the above method for displaying marking information may be applied to a marking information display system in the hardware environment shown in FIG. 1, but is not limited thereto. The marking information display system may include, but is not limited to, a terminal device 102, a network 104, a server 106, a database 108, and a terminal device 110. In the terminal device 102 and the terminal device 110, an application client is respectively running (as shown in FIG. 1, a game application client is taken as an example of the application client). The above terminal device 102 and terminal device 110 respectively include a human-computer interaction display, a processor, and a memory. The human-computer interaction display displays a virtual game scene (for example, the virtual game scene shown in FIG. 1), and further provides a human-computer interaction interface for controlling a virtual object in the virtual scene to complete a game mission set in the virtual scene by receiving a human-computer interaction operation for controlling the virtual object. The processor generates an interaction command in response to the above human-computer interaction operation and transmits the interaction command to the server. The memory stores related attribute data such as the target attribute information of the virtual object to be controlled and the attribute information of the virtual items held. Here, the attribute information may include, but is not limited to, information for identifying the origin and current position of the target or item. In the terminal device 102, a client for controlling a first virtual object is running. When the second virtual object is a virtual object controlled by the terminal device 110, in the terminal device 110, a client for controlling the second virtual object is running. Here, the second virtual object and the first virtual object can be controlled to perform interaction events such as attack events, defense events, and skill release events in the game.

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

[0018] In another embodiment, if terminal device 102 or terminal device 110 has relatively powerful computing capabilities, step S112 may be performed by terminal device 102 or terminal device 110. The embodiments described herein are examples, and the embodiments of this application do not impose any limitations thereon.

[0019] In the embodiments, the above-mentioned terminal device may be a terminal device on which an application client is deployed, and includes, but is not limited to, at least one of the following: a mobile phone (e.g., an Android phone, an iOS phone), a laptop computer, a tablet computer, a palmtop computer, a MID (Mobile Internet Device), a PAD, a desktop computer, a smart TV, etc. The application client may be a video client, an instant messaging client, a browser client, an educational client, or any other client that supports game missions. The above-mentioned network may include, but is not limited to, a wired network, a wireless network, etc., and the wired network may include a local area network, a metropolitan area network, and a wide area network, and the wireless network may include Bluetooth®, Wi-Fi, and other networks that enable wireless communication. The above-mentioned server may be a single server, a server cluster consisting of multiple servers, or a cloud server. The above is merely an example, and no limitations are made in the embodiments of this application.

[0020] In the embodiment, the method for displaying the marking information described above may be applied to a game terminal application (Application, abbreviated as APP) that executes a predetermined competitive game mission in a virtual scene, such as a virtual competitive game application in a Multiplayer Online Battle Arena (MOBA) application, but is not limited to this. The competitive game mission described above may be a game mission executed by competitive interaction between a virtual object in a virtual scene controlled by the current player through human-computer interaction operations and a virtual object controlled by another player, but is not limited to this. Furthermore, the method for displaying the marking information described above may be applied to a large-scale Multiplayer Online Role-Playing Game (MMORPG) terminal application. In such a game, the current player can execute social game missions in the game from the first-person perspective of a virtual object through role-playing, for example, by executing game missions together with other virtual objects. Here, the social game mission may be executed within an application (e.g., a game app that does not run independently) as a plugin, applet, etc., or within a game engine (e.g., a game app that runs independently), but is not limited to these. The above types of game applications may include, but are not limited to, at least one of a two-dimensional (2D) game application, a three-dimensional (3D) game application, a virtual reality (VR) game application, an augmented reality (AR) game application, or a mixed reality (MR) game application. The above is merely an example, and no limitations are made in the embodiments of this application.

[0021] As one embodiment, as shown in Figure 2, the method for displaying the marking information described above includes the following steps S202 to S206.

[0022] In S202, after the first virtual target's participation in the game mission has been decided, a preparation user interface is displayed before the first virtual target enters the virtual game scene where it is positioned for the game mission. The preparation user interface displays a scene map corresponding to the virtual game scene.

[0023] In S204, if a target scene point is marked on the scene map, entry suggestion information matching the target scene point is displayed. The entry suggestion information is intended to show the entry position when the first virtual target enters the virtual game scene, and the mission counter-strategy that matches the entry position.

[0024] In S206, in response to an interaction with an invitation widget that matches the target scene point, the first entry invitation information is sent to the second virtual target to participate in the game mission. The first entry invitation information is intended to invite the second virtual target to enter the virtual game scene following the first virtual target.

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

[0026] The above game mission may also be a multiplayer competitive game mission. A multiplayer competitive game mission may be a game mission in which the game teams are divided in advance. That is, virtual targets belonging to different game teams are determined before the game starts, and virtual targets belonging to the same game team win the game by defeating virtual targets of other teams in the game mission. In the embodiment, the multiplayer competitive game mission may also be a game mission in which the game teams are not divided in advance. Multiple virtual targets participating in the above game mission may freely form teams after the game starts, and the game will be played using the game teams formed on the spot as units. In the first stage of the game, teams may defeat virtual targets of other teams, but in the second stage of the game, in order to win the game, it is necessary to defeat all other virtual targets in the game mission. The above form of a multiplayer competitive game is merely an example and does not limit the game form adopted in an actual multiplayer competitive game.

[0027] In the above-mentioned multiplayer competitive game mission, all game players first enter the same initial virtual scene and may perform corresponding operations during the game preparation phase, such as changing the virtual clothing or decorations of the virtual target in the game mission, or they may perform related operations during the game preparation phase, such as selecting the target virtual scene as the initial scene of the game, or selecting the target game strategy as the initial action plan of the game, or formulating a game strategy. The above-mentioned preparation user interface may also be a game operation user interface corresponding to the first virtual target in the game preparation phase, and this game operation user interface may include a virtual game scene and a scene map corresponding to the virtual game scene.

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

[0029] Figure 3 shows a schematic diagram of the game preparation user interface. The game map 301 shown in Figure 3 is a scene map that serves as a minimap. The game map 301 displays the target identifiers of multiple virtual objects belonging to the same faction as the first virtual object, and thumbnails corresponding to the game scene in which the first virtual object is currently located. For example, the game map 301 shows the target identifiers "1", "2", "3", "4", and "5" of multiple virtual objects belonging to the same faction as the first virtual object. In addition, the preparation user interface corresponding to the first virtual object displays " Xi The preparation information "15 seconds until start" is displayed. The preparation user interface also displays a first virtual item 302 for attacking other virtual targets in the game mission, and one or more operation widgets. The operation widgets may include a move widget 303 for controlling the movement of the first virtual target within the virtual scene, and a shooting widget 304 for controlling the first virtual item 302 to attack other virtual targets. The operation widgets may also include a switch widget for switching between virtual attack items.

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

[0031] In this embodiment, the first and second type of scene maps described above are switchable. For example, in Figure 3, clicking on game map 301 switches to displaying game map 401 in Figure 4. In Figure 4, clicking the cancel widget in the upper right corner of game map 401 returns to displaying game map 301 in Figure 3. The above switching method is merely an example and does not limit the switching method adopted in a specific embodiment.

[0032] As shown in Figure 4, the left side of the game map 401 further displays a planning box which includes a first strategy widget 402 for displaying game plan information for the first virtual target and a second strategy widget 403 for displaying game plan information for the second virtual target, which belongs to the same faction as the first virtual target.

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

[0034] The correspondence between the entry locations and the mission-counter strategies that match those entry locations may be pre-set correspondences. For example, if the mission-counter strategies include "Gathering," "Combat," and "Development," the correspondence between entry locations and counter strategies may be "Base A" - "Development," "City B," "City G," and "Port F" - "Combat," and "Mountain C," "Mine E," and "Farm D" - "Gathering." Note that the above pre-set correspondences are merely examples and do not limit the specific correspondences set in a particular embodiment.

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

[0036] Furthermore, in step S206 above, at the same time as displaying entry presentation information, an invitation widget corresponding to the marked target scene point may also be displayed. Furthermore, in response to an operation on the invitation widget, the first entry invitation information may be sent to the second virtual object. In this embodiment, the first entry invitation information is intended to invite the second virtual object to enter the virtual game scene corresponding to the marked target scene point, following the first virtual object.

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

[0038] In this embodiment, there may be a correspondence between the first entry invitation information sent to the second virtual target and the entry presentation information displayed in step S204. That is, the first entry invitation The information may include, but is not limited to, the entry position at the time of entry into the virtual game scene selected by the first virtual object, and the mission counter-strategy that matches the entry position.

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

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

[0041] In one embodiment, when displaying a preparatory user interface before a first virtual object enters a virtual game scene where it is positioned for a game mission, the method for displaying the marking information further includes the following S1 and S2.

[0042] In S1, if no marking operation has been performed on the target scene point in the scene map, the first strategy widget corresponding to the first virtual object displayed in the preparation user interface is set to an unplanned state. An unplanned first strategy widget indicates that the mission counter-strategy has not been determined.

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

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

[0045] As shown in Figure 4, if no marking operation has been performed on the target scene point in the scene map, the first strategy widget corresponding to the first virtual object displayed in the preparation user interface is set to an unplanned state. That is, in the "Plan" column in Figure 4, the strategy widget corresponding to the current player is displayed in a blank state. As shown in Figure 5, if a marking operation has been performed on the target scene point in the scene map, the marked target scene point, i.e., the mark point 404, is displayed in the scene map, and the first strategy widget 402 is adjusted from an unplanned state to a planned state. In this embodiment, the above-mentioned first strategy widget is the "Plan" column area corresponding to the entry presentation information 405.

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

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

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

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

[0050] In S2, the entry location is presented, and a mission-counter strategy matching the area type is shown.

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

[0052] In specific embodiments, area types may be categorized according to the terrain characteristics of the target scene points. For example, in Figure 5, the terrain type corresponding to "Base A" is "terrain suitable for ambush operations," the terrain types corresponding to "City B," "City G," and "Port F" are "terrain suitable for urban warfare," and the terrain types corresponding to "Mountain C," "Mine E," and "Farm D" are "areas unsuitable for combat." Furthermore, the correspondence between specific scenes and mission counter-strategies may be determined based on the above correspondence between area types and mission counter-strategies. For example, if the above mission counter-strategies include "assembly," "combat," and "development," the correspondence between the above entry locations and mission counter-strategies may be "Base A" - "development," "City B," "City G," and "Port F" - "combat," and "Mountain C," "Mine E," and "Farm D" - "assembly." Note that the above pre-defined correspondences are merely examples and do not limit the specific correspondences set in specific embodiments.

[0053] The method for dividing different areas in the embodiment of this application will be described below with reference to Figure 5. game It is necessary to pre-define the different areas in map 401 and assign an "identifier" and a "type" to each area. The specific steps may include the following S1 to S4.

[0054] In S1, one area is divided.

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

[0056] In S3, assign a single "identifier" and "type" to the area in question.

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

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

[0059] According to the above embodiment of the present invention, when the area type of the scene area in which the entry position is located is determined, the corresponding mission counter-strategy can be automatically determined, thereby improving the efficiency of verifying the mission counter-strategy.

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

[0061] In this embodiment, the entry position is presented, and a mission-counter strategy matching the area type is presented, after which the mission-counter strategy may be switched in response to the player's selection. For example, in Figure 5, the pre-set mission-counter strategy corresponding to "City B" is "Battle," but the mission-counter strategy may be switched in response to the player's selection, for example, from "Battle" to "Development."

[0062] The above-described embodiment of the present invention provides a method for switching mission-counter strategies. This enables players to select mission-counter strategies and achieves the technical effect of flexibly switching between mission-counter strategies.

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

[0064] In S1, control is performed so that the first virtual target enters the virtual game scene from its entry position.

[0065] In S2, if the second virtual target decides to follow the first virtual target based on the first entry invitation information, the entry scene user interface corresponding to the entry position is displayed, and the first virtual target that entered sequentially and the second virtual target that is following the first virtual target are displayed in the entry scene user interface.

[0066] In S3, if the second virtual target does not decide to follow the first virtual target based on the first entry invitation information, the entry scene user interface corresponding to the entry location is displayed, and the entered first virtual target is displayed in the entry scene user interface.

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

[0068] In the embodiment, the second virtual object is transmitted by the first virtual object. entry If the invitation information is accepted, the system checks the follow relationship between the second virtual target and the first virtual target. If the first virtual target enters the virtual game scene from its entry position, the system controls the second virtual target to follow the first virtual target and enter the virtual game scene from the same entry position. If the second virtual target does not decide to follow the first virtual target based on the first entry invitation information, the system indicates that the first virtual target will enter the virtual game scene from its entry position.

[0069] Furthermore, in the embodiment, if the means by which the first virtual object enters a formal game mission from the preparation stage is by boarding a virtual aircraft, the method for displaying the entry scene user interface corresponding to the entry position may be that the first virtual object enters the scene screen by virtual descent from the virtual aircraft at the corresponding entry time. Accordingly, if the second virtual object and the first virtual object are in a follow relationship, the second virtual object is controlled to follow the first virtual object and enter the same scene screen by virtual descent at the same time.

[0070] According to the above embodiment of the present application, a second virtual object that is in a tracking relationship with a first virtual object can be controlled to enter the virtual scene screen at the same position and in the same manner as the first virtual object. This automatically controls tracking virtual objects to enter the same virtual scene, thereby improving the control efficiency of the second virtual object.

[0071] In one embodiment, when displaying a preparatory user interface before a first virtual object enters a virtual game scene where a game mission is set up, the method for displaying the marking information further includes the following S1 to S3.

[0072] In S1, an invitation pop-up window is displayed. The invitation pop-up window is intended to display the second entry invitation information sent by the third virtual target to participate in the game mission, and the second entry invitation information is intended to invite the first virtual target to enter the virtual game scene following the third virtual target.

[0073] In S2, in response to an action on the invitation acceptance widget displayed in the invitation notification popup window, the invitation notification popup window is closed, and it is decided that the first virtual target follows the third virtual target and enters the virtual game scene. If the first strategy widget is in the unplanned state, the first strategy widget is adjusted from the unplanned state to the planned state.

[0074] In S3, in response to an action taken on the rejection widget displayed in the invitation popup window, the invitation popup window is closed, and it is determined that the first virtual target has refused to follow the third virtual target and enter the virtual game scene.

[0075] In one embodiment, if the first virtual object controlled by the current player is in an unfollowing state and has not sent a follow invitation to another player, it can receive a follow invitation sent from a virtual object controlled by another player. The follow invitation may be displayed as a popup window in the preparation user interface. The popup window is intended to invite the first virtual object to follow the third virtual object and enter the virtual game scene.

[0076] In the embodiment, the invitation pop-up window may include the target identification information and target number information of the third virtual object that sent the invitation, information on the target scene point marked by the third virtual object, and information on the mission counter-strategy that the third virtual object intends to employ. Furthermore, the first virtual object may decide whether or not to accept the follow-up invitation sent by the third virtual object based on the relevant information contained in the invitation pop-up window.

[0077] Furthermore, the above invitation presentation popup window may include at least an "accept invitation widget" and a "rejection widget" to provide a means of rapid feedback from the first virtual target to the third virtual target. Specifically, in response to an operation on the "accept invitation widget," it can be determined that the first virtual target has accepted the follow invitation sent by the third virtual target, and the planning status can be adjusted in the first strategy widget corresponding to the first virtual target. In response to an operation on the "rejection widget," it can be determined that the first virtual target has rejected the follow invitation sent by the third virtual target.

[0078] The above-described invitation popup window may appear floating in the center of the user interface above other user interface elements, or it may appear floating in the lower right corner of the user interface above other user interface elements. The present embodiment does not limit the display position of the invitation popup window. The present embodiment does not limit the display method of the invitation popup window.

[0079] The specific display method of the invitation popup window described above will be explained below with reference to Figures 6 and 7. As shown in Figure 6, when the current user interface on which the first virtual target is located is displayed as a virtual scene screen corresponding to the preparation stage, the invitation popup window is displayed in the center of the user interface, as shown in the invitation popup window 601 displayed in the user interface of Figure 6. The invitation popup window 601 contains at least the target identification information of the third virtual target, "Summer Breeze", the target number information, "2", the target scene point marked by the third virtual target, "City B", and the information of the selected mission counter-strategy, "Battle". Accordingly, the invitation popup window 601 further includes an invitation acceptance widget "✓" located at the bottom of the center of the popup window, and a rejection widget "×" located at the bottom right of the popup window. In this embodiment, the widget located at the bottom left of the popup window may be a detail display widget, and in response to a trigger operation on the detail display widget, the mark point of the third virtual target and the associated invitation information may be displayed on the overall map.

[0080] As shown in Figure 7, if the current user interface on which the first virtual object is located is displayed as the overall map in the preparation phase, the invitation popup window may appear floating on top of the overall map, as shown in the invitation popup window 701 in Figure 7.

[0081] In Figure 7, in response to a trigger operation on the "✓" widget in the invitation popup window 701, it is determined that the first virtual target has become a follower of the third virtual target, and the corresponding planned state is displayed on the overall map. left It is displayed in the first strategy widget at the bottom of the side plan section (not shown in Figure 7).

[0082] In the embodiment, an invitation pop-up window may be displayed in Figures 6 and 7, and the conversation area on the main page may also display a message corresponding to the invitation pop-up window, such as "(2) Summer Breeze: Proceed to City B and fight. Shall we descend together?"

[0083] In the above embodiment of the present invention, by displaying follow invitations sent by other virtual objects as pop-up windows in the user interface and by placing a feedback widget, the first virtual object can quickly provide follow information as feedback to the other virtual object that sent the follow invitation, and the player can quickly confirm whether the other player has received the marking information and whether they have accepted the follow invitation. This improves the efficiency of displaying marking information.

[0084] In one embodiment, after the above step of displaying the invitation pop-up window, the method for displaying the marking information further includes the following S1 and S2.

[0085] In S1, the display time of the invitation popup window is displayed.

[0086] In S2, if the display time of the invitation notification popup window reaches the target threshold, but no action has been taken on the invitation acceptance or rejection widget displayed in the invitation notification popup window, the invitation notification popup window will be closed.

[0087] In this embodiment, since the invitation popup window can be displayed in the prepared user interface, it is also possible to set the display time of the invitation popup window and display it in the popup window. For example, the above display time may be displayed in a countdown format. For example, the displayed information may be determined as "Invitation Countdown: 3s", "Invitation Countdown: 2s", "Invitation Countdown: 1s", etc., depending on the display time. In another embodiment, the above display time may be displayed in an illustrative format, for example, in a progress bar format or a pie chart format. The embodiment does not limit the method of displaying the display time.

[0088] As shown in Figure 7, the display time may be displayed in the form of an invitation time progress bar 702 below the invitation notification popup window 701, and the invitation notification popup window 701 may be hidden when the display time of the invitation notification popup window reaches a target threshold. In the embodiment, even if the display time of the invitation notification popup window reaches a target threshold, if no action has been taken on the invitation acceptance widget or rejection widget displayed in the invitation notification popup window, it may be determined that the first virtual target has rejected the follow-up invitation sent by the third virtual target.

[0089] In the above embodiment of the present application, by displaying the invitation presentation pop-up window within a limited time, the pop-up window is not constantly displayed on the user interface, thereby improving the display efficiency of the user interface. Furthermore, by presenting it as a pop-up window, the effectiveness of presenting the invitation information can be improved.

[0090] In one embodiment, when displaying a preparatory user interface before a first virtual object enters a virtual game scene where it is positioned for a game mission, the method for displaying the marking information further includes the following S1 and S2.

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

[0092] In S2, if the second strategy widget displayed in the preparation user interface is in a planned state, it is determined that the fourth virtual target, which belongs to the same faction as the first virtual target, has decided on a counter-strategy for the mission.

[0093] In this embodiment, if a virtual target belonging to the same faction as the first virtual target marks a target scene point on the map and sends a follow invitation, the corresponding mission counter-strategy information may be displayed in the second strategy widget. If a virtual target belonging to the same faction as the first virtual target has not marked a target scene point on the map and has not sent a follow invitation, the second strategy widget may be displayed blank.

[0094] Specific embodiments of the above method will be described below with reference to Figures 4 and 8. As shown in Figure 4, if a virtual target belonging to the same faction as the first virtual target has not marked a target scene point on the map and has not sent a follow invitation, the second strategy widget 403 on the left side of the game map 401 will be displayed as blank. As shown in Figure 8, if "Summer Wind," a third virtual target belonging to the same faction as the first virtual target, marks "City B," which is a target scene point on the map, and selects the strategy "Battle," relevant strategy presentation information may be displayed in the second strategy widget 801 on the left side of the game map. In this embodiment, since the first virtual target has not marked a target scene point on the map and has not sent a follow invitation to other virtual targets, no strategy information regarding the first virtual target is displayed in the first strategy widget 802.

[0095] The above embodiment of the present invention displays related strategic information of virtual targets belonging to the same faction as the first virtual target in the second strategy widget, thereby avoiding the technical problem that it is unknown to virtual targets belonging to the same faction whether other virtual targets understand the marking information and battle strategies, and improving the display efficiency of marking information.

[0096] In one embodiment, after determining that a fourth virtual target belonging to the same faction as the first virtual target has decided on a mission counter-strategy, the method for displaying the marking information further includes the following S1 to S3.

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

[0098] In S2, in response to an operation on the feedback widget corresponding to the reference mission counter strategy, the feedback widget is adjusted to a timing state, and feedback information for the first virtual object is presented based on the marking state of the scene map. The marking state indicates whether or not the first virtual object has marked the target scene point.

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

[0100] In this embodiment, the second strategy widget may display strategic information about a fourth virtual target belonging to the same faction as the first virtual target, and may also include a feedback widget and a follow widget. The feedback widget is for presenting feedback information about the first virtual target based on the marking state of the scene map, and the feedback information is usually negative, such as a refusal to follow to the relevant location or a refusal to adopt the relevant mission counter-strategy. The follow widget is for sending a follow request to the fourth virtual target, and if the fourth virtual target accepts the follow request, it determines that the first virtual target has become a follower of the fourth virtual target.

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

[0102] The specific display method of the second strategy widget described above will be explained below with reference to Figures 9 and 10. Figure 9 shows a detailed display method of the second strategy widget shown in Figure 8. The second strategy widget in Figure 9 displays strategy information for three virtual targets belonging to the same camp as the first virtual target: strategy information for a virtual target with teammate number "1" and teammate identifier "Little Sheep and Big Wolf", strategy information for a virtual target with teammate number "2" and teammate identifier "Summer Wind", and strategy information for a virtual target with teammate number "3" and teammate identifier "Winter Snow". In this embodiment, the three strategy information items may be displayed in chronological order of generation. For example, the strategy information for the virtual target with teammate number "1" and teammate identifier "Little Sheep and Big Wolf" is the most recently generated strategy information, and the strategy information for the virtual target with teammate number "3" and teammate identifier "Winter Snow" is the first generated strategy information.

[0103] Furthermore, each strategic information includes at least the following information elements. As shown in Figure 9, each strategic information includes at least "Teammate Number," "Teammate Identifier," "Marking Type," "Entry Position," "Counter Strategy," and "Feedback Widget" and "Follow Widget." The "Teammate Number" is used to indicate the unique number of the virtual target in the current faction, and the "Teammate Identifier" is used to indicate the game ID of the virtual target in the game mission.

[0104] The "marking type" described above may specifically include "first marking type" and "second marking type." The "first marking type" corresponds to a single-point marking method, where players can mark points by clicking on the overall map. An icon (ICON) with the player number's color appears at the location corresponding to the marked point on the map, and the straight-line distance between the player and that location is also displayed. Other players can also see the marked point on the map. The "second marking type" corresponds to line segment marking, where players can switch from "single-point marking" to "line segment marking" by clicking a button in the lower left corner of the overall map. After switching, when a player clicks on a point on the overall map, a starting point of a polyline is generated at that point, and clicking again generates a turning point of that polyline. Repeating this operation up to the fifth click generates a single polyline, and further clicks are not possible. As shown in Figure 9, the marking method used in "Little Sheep and Big Wolf" is "single-point marking," and the marking method used in "Winter Snow" is "line segment marking."

[0105] Furthermore, the "entry location" information and "counter-strategy" information included in the above strategic information are the information selected by a virtual target belonging to the same faction during point marking. The "feedback widget" shown in Figure 9 is for presenting feedback information for the first virtual target based on the marking status of the scene map. The marking status indicates whether or not the first virtual target has marked the target scene point, and the feedback information is usually negative, such as a refusal to follow to the relevant location or a refusal to adopt the relevant mission counter-strategy. The "follow widget" in Figure 9 is for sending a follow request to the fourth virtual target, and if the fourth virtual target accepts the follow request, it is determined that the first virtual target has become a follower of the fourth virtual target.

[0106] Figure 10 shows how to change the display of the "Feedback Widget" and the "Follow Widget". As shown in Figure 10, when the "Feedback Widget" is clicked, a 30-second countdown display begins on the "Feedback Widget", and when the "Follow Widget" is clicked, a 30-second countdown display begins on the "Follow Widget". In this example, if the "Follow Widget" is clicked and the corresponding virtual target accepts the follow request, the "Follow Widget" may be displayed as a widget pattern indicating "Following".

[0107] In the above embodiment of the present invention, a trigger operation received in the second strategy widget allows for rapid feedback of tracking status information to the corresponding virtual target, and furthermore, a method is provided for rapid feedback while displaying the teammate's strategy information. This improves the display efficiency of marking information.

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

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

[0110] In S2, the scene map's marking status indicates that the target scene point has been marked. However, if the marked target scene point does not match the reference scene point corresponding to the reference entry position, the first virtual object's feedback information is presented as a refusal to enter the virtual game scene from the reference entry position, following the fourth virtual object.

[0111] In S3, if the scene map marking status indicates that the target scene point has been marked, and the marked target scene point matches the reference scene point corresponding to the reference entry location, then the feedback information for the first virtual target is presented as rejecting the reference mission counter-strategy.

[0112] In the embodiment, in response to a trigger operation on the feedback widget, the corresponding feedback information may be determined based on the marking information of the first virtual object in the scene map. For example, if the first virtual object has not made a point mark in the scene map, feedback information may be sent that rejects going to the target scene point corresponding to the current feedback widget. If the first virtual object has made a point mark in the scene map, it may be checked whether the marked target scene point matches the reference scene point. If they match, feedback information may be sent that rejects adopting the counter strategy corresponding to the current feedback widget; if they do not match, feedback information may be sent that rejects going to the target scene point corresponding to the current feedback widget.

[0113] The above embodiments will be described below with reference to Figures 9 and 11. As shown in Figure 9, in response to a trigger operation on the feedback widget of the strategic information "Adopt an advanced operation at Base A" of "Little Sheep and Big Wolf", marking information of the first virtual target in the scene map may be detected. If it is determined that the first virtual target (let's call it "Autumn Rain") has not made a point mark in the scene map, feedback information "(4) Autumn Rain: I don't want to go to Base A, let's change locations" may be sent to "Little Sheep and Big Wolf". If it is determined that the first virtual target (let's call it "Autumn Rain") has made a point mark in the scene map, it may be further checked whether the marked target scene point matches "Base A". If the target scene point does not match "Base A", feedback information "(4) Autumn Rain: I don't want to go to Base A, let's change locations" may be sent to "Little Sheep and Big Wolf". If the target scene point matches "Base A", you may send the feedback information "(4) Autumn Rain: I don't want to adopt the advanced operation, let's change the operation" to "Little Sheep and Big Wolf".

[0114] The above embodiment of the present invention enables rapid feedback based on the marking state of the first virtual object, thereby improving the display and feedback efficiency of marking information.

[0115] The following describes the overall implementation process of the embodiment of the present invention. First, the "follower" and "drop leader" in the embodiment will be described. Regarding the follower, the current player can send a follow request to any player from the time they are on the spawn island until they leave the plane. If the request is successful, the follower will be perfectly synchronized with the drop leader's descent trajectory until landing. For example, if player A sends a follow request to player B and player B agrees, player A becomes a follower and will always follow player B. Regarding the drop leader, the current player can send a follow invitation to one or more players from the time they are on the spawn island until they leave the plane. If the invitation is successful, the players who agreed to the invitation become the current player's followers, and the current player also becomes the drop leader at the same time. For example, if Player A sends follow invitations to Players B, C, and D, and Players B and C accept while Player D declines, Player A becomes the drop squad leader, and Players B and C become Player A's followers. In this embodiment, becoming the drop squad leader may be achieved by accepting another player's follow request. For example, if Player A sends a follow request to Player B, and Player B accepts, Player B becomes the drop squad leader, and Player A becomes Player B's follower.

[0116] In this embodiment, to optimize the flow from point marking to descent and complete the most accurate operation in the fewest steps, the following processing may be performed: A side pull box may be added to the overall map display user interface, and the side pull box may contain two types of content: teammate's descent plan (4 states) and my descent plan (3 states). tips Two GUIs, including automatic text transmission and map location switching, will be added to the main user interface. This will result in five GUI effects that enable functionality and information transmission. The specific logic is shown in the following example.

[0117] As shown in Figure 4, when the player opens the overall map display user interface from the time they are on the spawn island until they leave the plane, a side pull box labeled "Drop Plan" appears on the left. "Drop Plan" may include two modules: "Teammate's Drop Plan" and "My Drop Plan". "Teammate's Drop Plan" corresponds to the second strategy widget 403 in Figure 4, and "My Drop Plan" corresponds to the first strategy widget 402 in Figure 4.

[0118] Furthermore, if there is no teammate who can become the "Drop Team Leader" (i.e., the reference scene point is not marked and no drop invitation has been sent), the second strategy widget 403 will be displayed blank. As shown in Figure 8, if there is a teammate who has become the "Drop Team Leader," information about that teammate will be displayed, including their number, name, marking type, location of the mark point, specific operation, and "Feedback" and "Drop Together" buttons. When the current player clicks the "Feedback" button, the button enters a CD (cold down) state and automatically sends a phrase to provide feedback. When the "Drop Together" button is clicked, the button also enters a CD state, at which point the current player requests to join the Drop Team Leader's drop team. If the Drop Team Leader accepts this request, the current player and all other followers will join the Drop Team Leader's team. As shown in Figure 9, if there are multiple players who have become Drop Team Leaders, the multiple Drop Team Leaders may be listed from top to bottom in chronological order.

[0119] If the current player has not made any point markings, "My Drop Plan" (i.e., the first strategy widget 402 in Figure 4) will appear blank. As shown in Figure 5, once the current player clicks on the scene map to make point markings, the first strategy widget 402 will display the relevant information, namely the marking type, the location of the marked point, the "Operation Selection Tab," and the "Drop Invitation." (Request to participate in the parachute jump)A button will appear. The "Operation Selection Tab" can be switched by clicking, for example, from "Assembly" to "Battle," and the default "Operation Selection Tab" is "Assembly." Descending together When the button is clicked, it enters CD mode, and the text "At what location and which operation was adopted" is automatically sent to the main user interface, and all players who are neither the drop squad leader nor a follower receive a drop invitation in the main user interface.

[0120] As shown in Figures 6 and 7, if the current player is neither the drop leader nor a follower, and a drop invitation is sent from another player, the main user interface will display tips A pop-up appears, and the scene map switches to the location marked by another player. tips This includes the number, name, location, and operation text, as well as "Confirm" and "Drop Together" buttons, and a countdown display. When the current player clicks the "Confirm" button, tips The display disappears, and the overall map user interface opens. Clicking the "Descend Together" button, tips It disappears as well, and the current player becomes a follower of the other player. If the current player does not take any action after the 3-second countdown ends, tips They disappear in the same way.

[0121] The determination flow according to the above embodiment of the present application will be described below with reference to Figure 12.

[0122] In step S1202, it is determined whether the current player has made a point mark.

[0123] If the current player has not made a point mark, step S1202-1 is executed, and the player plan field is displayed as blank. If the current player has made a point mark, step S1202-2 is executed, and detailed information including the point mark icon, point mark location, operation selection tab, and "Invite Drop" button is displayed.

[0124] In this embodiment, the area type of the area to which the marked point belongs may be determined based on the "Area Classification Map". If the marked point belongs to an urban area, the operation selection tab is switched to "Combat". If the marked point belongs to a wild area, the operation selection tab is switched to "Development". If the marked point belongs to any other area, the operation selection tab is switched to "Gathering".

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

[0126] If the current player clicks the "Invite Drop" button, step S1206 will be executed, and the main user interface will display "Adopt the selected operation at the marked location, let's drop together." tips Send a text message. In this example, all players who are neither the remaining paratrooper nor follower will send a text message. tips Once the signal is received, the minimap switches to the corresponding point-marked location.

[0127] Next, we perform step S1208 to determine which widget the teammate clicked.

[0128] If a teammate clicks the "Go" button, execute step S1208-1, close the tip, and open the overall map display user interface. If a teammate clicks the "Follow" button, execute step S1208-2, close the tip, and all of the current player's followers will now follow the current player. If a teammate has not clicked any widget, execute step S1208-3, and close the tip after 3 seconds. Alternatively, the tip may be hidden, and the flow will end.

[0129] Hereinafter, with reference to Figure 13, another decision flow according to the above embodiment of the present application will be described.

[0130] First, step S1302 is executed to determine whether or not a teammate has become the parachute leader. In this embodiment, becoming the parachute leader may involve marking a point on the scene map and sending a follow invitation to other teammates.

[0131] If no teammate has been designated as the parachute leader, step S1302-1 is executed, and the teammate plan field is displayed as blank. If a teammate has been designated as the parachute leader, step S1302-2 is executed, and the parachute leader's details, including number, name, point marking icon, and point marking location, are displayed.

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

[0133] If the current player clicks the "Feedback" button, step S1304-1 is executed and the "Feedback" button becomes CD (Closed). If the current player clicks the "Descent Together" button, step S1304-2 is executed and the "Descent Together" button becomes CD (Closed), and a request to follow the descent is made to the descent leader.

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

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

[0136] If the current player clicks the "Drop Together" button, step S1304-2 is executed, followed by step S1308 to determine whether the drop leader has agreed. If the drop leader has agreed, step S1314 is then executed, and the current player and all their followers become followers of the drop leader, the current player's status as drop leader is revoked, the button becomes grayed out and cannot be clicked.

[0137] The above embodiment of the present invention adds a module called "Descent Plan" to the overall map display user interface, linking point marking with descent. By adding four functions—smart identification of marked points, smart tab switching, one-click text sending, and descent invitation—the widgets used by players in the flow from point marking to descent become more convenient and accurate, reducing the number of operations, and allowing players to obtain more information and functions, ensuring high communication efficiency when players enter the game scene. This provides the most comprehensive functionality through simple interaction operations, effectively improving the efficiency of follow-up descents and the quality of teamwork.

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

[0139] The embodiment of the present invention further provides a display device for marking information to implement the above-described method of displaying marking information. As shown in Figure 14, the device includes: a display unit 1402 for displaying a preparation user interface for a first virtual target after its participation in a game mission has been decided and before the first virtual target enters a virtual game scene set up for the game mission, the preparation user interface displays a scene map corresponding to the virtual game scene; a presentation unit 1404 for presenting entry presentation information that matches a target scene point when a target scene point in the scene map has been marked, the entry presentation information presents the entry position when the first virtual target enters the virtual game scene and a mission counter strategy that matches the entry position; and a transmission unit 1406 for sending first entry invitation information to a second virtual target to participate in a game mission in response to an operation on an invitation widget that matches a target scene point, the first entry invitation information is for inviting the second virtual target to enter the virtual game scene following the first virtual target.

[0140] In the embodiments, the implementation of the functions of each of the above-described units or modules can be described by referring to the embodiments of each of the above-described methods, and will not be explained here.

[0141] Embodiments of the present invention further provide an electronic device for carrying out the above-described method for displaying marking information. The electronic device may be a terminal device or a server as shown in Figure 15. In the embodiments, the electronic device will be described as a terminal 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 execute the steps in any of the embodiments of the above method by executing the computer program.

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

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

[0144] In the embodiment, memory 1502 may store software programs and modules, for example, program commands and / or modules corresponding to the method and apparatus for displaying marking information in the embodiment of the present application. The processor 1504 executes various functional applications and data processing by executing the software programs and modules stored in memory 1502, that is, realizes the method for displaying marking information described above. Memory 1502 may include high-speed random-access memory, or non-volatile memory, for example, one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some cases, memory 1502 may further include memory located remotely from the processor 1504, and these remote memories may be connected to terminal devices via a network. The network may include, but is not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof. Specifically, memory 1502 may store file information such as target logical files, but is not limited to this. As an example, as shown in Figure 15, the memory 1502 may include, but is not limited to, the display unit 1402, presentation unit 1404, and transmission unit 1406 of the marking information display device. It may also include, but is not limited to, other module units of the marking information display device, and their explanation is omitted in this example.

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

[0146] Furthermore, the above-mentioned electronic device further includes a display 1508 for displaying file information such as the target logical file mentioned above, and a connection bus 1510 for connecting each module component in the above-mentioned electronic device.

[0147] In other embodiments, the above-mentioned terminal device or server may be a node in a distributed system. This distributed system may be a blockchain system. This blockchain system may be a distributed system formed by multiple nodes connected by network communication. The nodes may form a peer-to-peer (P2P) network. Any form of computing device, such as a server or terminal device, can become a node in the blockchain system by participating in the peer-to-peer network.

[0148] An embodiment of the present application provides a computer program product comprising a computer program and / or commands, the computer program and / or commands comprising program code for executing a method shown in a flowchart. In such an embodiment, the computer program may be downloaded and installed from a network via a communications unit and / or installed from removable media. When the computer program is executed by a central processing unit, the various functions provided by the embodiment of the present application are executed.

[0149] The numbers assigned to the embodiments of this application above are for illustrative purposes only and do not indicate any superiority or inferiority among the embodiments.

[0150] The embodiment of the present invention provides a computer-readable storage medium for storing computer commands, which are read from the computer-readable storage medium and executed by the processor of a computer device. This causes the computer device to execute the method for displaying marking information described in the above embodiment.

[0151] As will be understood by those skilled in the art, in the embodiments, all or part of the steps in the various methods of the embodiments described above may be performed by instructing the relevant hardware of a terminal device using a computer program. The computer program may be stored on a computer-readable storage medium, which may include a flash disk, read-only memory (ROM), random access memory (RAM), magnetic disk, or optical disk.

[0152] The integrated units in the above embodiments may be implemented as software functional units and, if sold or used as independent products, may be stored in the above-described computer-readable storage medium. Based on this understanding, the technical solutions of the present application, essentially, that is, the parts that contribute to the prior art or all or part of the technical solutions, may be implemented as a software product, which is stored in a storage medium, contains several commands, and causes one or more computer devices (which may be personal computers, servers or network devices, etc.) to perform all or part of the steps of the methods described in each embodiment of the present application.

[0153] In the embodiments described above, each embodiment has its own emphasis, and for parts that are not explained in detail in one embodiment, refer to the relevant explanations in other embodiments.

[0154] In some embodiments provided herein, it should be understood that the disclosed clients may be implemented in other ways. The embodiments of the apparatus described above are illustrative only, and for example, the division of units described above is merely a division of logical functions, and in actual implementation, they may be divided in other ways, for example, multiple units or components may be combined, integrated into another system, or some features may be omitted or not performed. Furthermore, the coupling, direct coupling or communication connection between shown or discussed may be performed through some user interface, and the indirect coupling or communication connection of units or modules may be in electrical or other forms.

[0155] The units described above as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in a single device or distributed across multiple network units. Some or all of these units may be selected as needed to achieve the objectives of the embodiment.

[0156] In each embodiment of this application, each functional unit may be integrated into a single processing unit, each unit may exist independently physically, or two or more units may be integrated into a single unit. The integrated unit may be implemented as hardware or as a software functional unit.

[0157] The above describes only a part of the embodiments of the present invention, and a person skilled in the art can make several improvements and modifications without departing from the principles of the present invention, and these improvements and modifications should also be considered within the scope of protection of the present invention.

Claims

1. A step in which, after a first virtual object's participation in a game mission has been decided, a preparation user interface is displayed before the first virtual object enters the virtual game scene where the game mission is set up, wherein the preparation user interface displays a scene map corresponding to the virtual game scene. If a target scene point in the scene map is marked, the step of presenting entry suggestion information that matches the target scene point, wherein the entry suggestion information is for presenting the entry position when the first virtual object enters the virtual game scene, and a mission counter strategy that matches the entry position. The step of sending first entry invitation information to a second virtual target to participate in the game mission in response to an operation on an invitation widget that matches the target scene point, wherein the first entry invitation information is for inviting the second virtual target to enter the virtual game scene following the first virtual target, When displaying the aforementioned preparation user interface, When a marking operation is performed on the target scene point in the scene map, the marking of the target scene point is displayed on the scene map, and the first strategy widget corresponding to the first virtual object displayed on the preparation user interface is adjusted to a planned state, wherein the first strategy widget in the planned state indicates that the mission counter-strategy has been determined. How to display marking information.

2. When displaying the aforementioned preparation user interface, If a marking operation has not been performed on the target scene point in the scene map, the step of setting the first strategy widget corresponding to the first virtual object displayed in the preparation user interface to an unplanned state, wherein the first strategy widget in the unplanned state is intended to indicate that the mission counter-strategy has not been determined, further comprising the step A method for displaying marking information according to claim 1.

3. The step of presenting entry information that matches the target scene point is: The steps include determining the area type of the scene area where the entry position corresponding to the target scene point is located, The steps include: presenting the entry location and presenting the mission counter-strategy that matches the area type, A method for displaying marking information according to claim 1.

4. After the step of presenting the mission counter-strategy that matches the area type, The step further includes switching the mission counter-strategy in response to a switching operation for the mission counter-strategy. A method for displaying marking information according to claim 3.

5. After the step of sending the first entry invitation information to the second virtual target to participate in the aforementioned game mission, The steps include controlling the first virtual object to enter the virtual game scene from the entry position, If the second virtual object is determined to follow the first virtual object based on the first entry invitation information, the entry scene user interface corresponding to the entry position is displayed, and the first virtual object that entered sequentially and the second virtual object that is following the first virtual object are displayed on the entry scene user interface. If the second virtual object does not decide to follow the first virtual object based on the first entry invitation information, the step of displaying the entry scene user interface corresponding to the entry position and displaying the entered first virtual object in the entry scene user interface further includes the step of A method for displaying marking information according to claim 1.

6. When displaying the aforementioned preparation user interface, A step of displaying an invitation pop-up window, wherein the invitation pop-up window is for displaying second entry invitation information sent by a third virtual target to participate in the game mission, and the second entry invitation information is for inviting the first virtual target to enter the virtual game scene following the third virtual target; Steps include: responding to an operation on the invitation acceptance widget displayed in the invitation notification popup window, closing the invitation notification popup window, determining that the first virtual object follows the third virtual object and enters the virtual game scene, and, if the first strategy widget is in an unplanned state, adjusting the first strategy widget from the unplanned state to a planned state; The further step includes closing the invitation popup window in response to an action on the reject widget displayed in the invitation popup window, and determining that the first virtual object has refused to follow the third virtual object and enter the virtual game scene. The method for displaying marking information according to claim 2.

7. After the step of displaying the aforementioned invitation pop-up window, The steps include: providing the display time for the aforementioned invitation pop-up window, The step of closing the invitation popup window if the display time of the invitation popup window has reached a target threshold, but no action has been taken on the invitation accept widget or the invitation reject widget displayed in the invitation popup window. A method for displaying marking information according to claim 6.

8. When displaying the aforementioned preparation user interface, If the second strategy widget displayed on the preparation user interface is in an unplanned state, the step of determining that the fourth virtual target, which belongs to the same faction as the first virtual target, has not yet decided on a mission counter-strategy, If the second strategy widget displayed on the preparation user interface is in a planned state, the step of determining that a fourth virtual target belonging to the same faction as the first virtual target has decided on a mission counter-strategy further includes: A method for displaying marking information according to claim 1.

9. After the step in which it is determined that the fourth virtual target, which belongs to the same faction as the first virtual target, has decided on a counter-mission strategy, Steps to display a reference entry position determined by the fourth virtual object and a reference mission counter-strategy that matches the reference entry position in response to an operation on the second strategy widget in the planned state, wherein the reference entry position is the entry position where the fourth virtual object enters the virtual game scene, and the reference mission counter-strategy is a mission counter-strategy that matches the entry position of the fourth virtual object; In response to an operation on the feedback widget corresponding to the reference mission counter strategy, the steps include adjusting the feedback widget to a timing state and presenting feedback information for the first virtual object based on the marking state of the scene map, indicating whether or not the first virtual object has marked the target scene point; The further step includes adjusting the follow widget to a timing state in response to an operation on the follow widget corresponding to the reference mission counter strategy, and determining that if the fourth virtual object has received permission to follow, the first virtual object will follow the fourth virtual object and enter the virtual game scene from the reference entry position. The method for displaying marking information according to claim 8.

10. The step of presenting feedback information for the first virtual object is, If the marking status of the scene map indicates that the target scene point is not marked, the first virtual object provides feedback information indicating that it has refused to follow the fourth virtual object and enter the virtual game scene from the reference entry position; If the marking status of the scene map indicates that the target scene point has been marked, but the marked target scene point does not match the reference scene point corresponding to the reference entry position, the first virtual object provides feedback information indicating that it has refused to follow the fourth virtual object and enter the virtual game scene from the reference entry position. The step of presenting feedback information for the first virtual target as rejecting the reference mission counter-strategy if the marking status of the scene map indicates that the target scene point has been marked, and the marked target scene point matches the reference scene point corresponding to the reference entry location, is included. A method for displaying marking information according to claim 9.

11. A display unit for displaying a preparatory user interface for a first virtual target before it enters a virtual game scene set up for a game mission, after it has been decided that the first virtual target will participate in the game mission, wherein the preparatory user interface displays a scene map corresponding to the virtual game scene; When a target scene point in the scene map is marked, a presentation unit for presenting entry presentation information that matches the target scene point, wherein the entry presentation information is for presenting the entry position when the first virtual object enters the virtual game scene, and a mission counter strategy that matches the entry position, A transmission unit for sending first entry invitation information to a second virtual target to participate in the game mission in response to an operation on an invitation widget that matches the target scene point, wherein the first entry invitation information is for inviting the second virtual target to enter the virtual game scene following the first virtual target, and the transmission unit includes: When displaying the aforementioned preparation user interface, A display unit further includes the step of, upon receiving a marking operation for the target scene point in the scene map, displaying the marked target scene point in the scene map and adjusting the first strategy widget corresponding to the first virtual object displayed in the preparation user interface to a planned state, wherein the first strategy widget in the planned state indicates that the mission counter-strategy has been determined. A display device for marking information.

12. A computer program characterized by realizing the method for displaying marking information described in any one of claims 1 to 10 when executed by a processor.

13. 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 for displaying marking information according to any one of claims 1 to 10 by the computer program.