In-game display method, apparatus and device, and storage medium

By determining the relative position and angle between the enemy virtual object and the virtual camera in the 3D game and displaying markers on the graphical user interface, the problem of unclear marking information is solved, the accurate positioning of the enemy virtual object is achieved, and the player's gaming experience is improved.

WO2025246623A1PCT designated stage Publication Date: 2025-12-04NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2025/086947
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-05-30
Filing Date
2025-04-02
Publication Date
2025-12-04

AI Technical Summary

Technical Problem

In existing 3D games, the way enemy virtual objects are marked is often vague in terms of spatial cues. Multiple markers are displayed in the same location on the graphical user interface, requiring players to rotate the view to see them, and the marking information is not clear enough.

Method used

By determining the relative position and angle between the enemy virtual object and the virtual camera, markers are displayed on the graphical user interface, and the angle and size of the markers indicate the specific location of the enemy virtual object.

Benefits of technology

Players can directly locate the precise position of enemy virtual objects based on the markers, improving the clarity and accuracy of the marker information and enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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    Figure CN2025086947_04122025_PF_FP_ABST
Patent Text Reader

Abstract

An in-game display method, apparatus and device, and a storage medium. The method comprises: displaying, on a graphical user interface, a first game picture formed by capturing a game scene from the current viewpoint of a virtual camera; on the basis of a first position of an enemy virtual object in the game scene, determining the relative position of the first position and the virtual camera; on the basis of the relative position, the current viewpoint of the virtual camera and a second position of a controlled virtual character, determining a first included angle corresponding to the relative position and the second position in the first game picture; and determining a marker display position in the graphical user interface on the basis of the first included angle, and displaying, at the marker display position, a marker for indicating the first position. Compared with the related art, the present disclosure avoids the problem of insufficiently clear indication of marker information.
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Description

In-game display methods, devices, equipment, and storage media

[0001] Cross-reference to related applications

[0002] This application claims priority to Chinese Patent Application No. 202410691881.X, filed on May 30, 2024, entitled “In-game Display Method, Apparatus, Device and Storage Medium”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] This disclosure relates to the field of game technology, and more specifically, to a display method, apparatus, device, and storage medium within a game. Background Technology

[0004] With the development of internet technology, games are playing an increasingly important role in people's lives, becoming a significant part of their leisure and entertainment.

[0005] 3D games have become a popular type of game. They typically offer a feature that provides location hints for enemy virtual objects within the game scene. Players can use these hints to observe and determine the location of enemy virtual objects, allowing them to continuously monitor their positions.

[0006] However, while the current marking method can indicate the general direction of enemy virtual objects, the spatial indication of the marked objects is vague. There may be multiple marked locations displayed in the same position on the graphical user interface, but players need to rotate different perspectives to see them, resulting in unclear marking information. Summary of the Invention

[0007] The purpose of this disclosure is to address the shortcomings of the aforementioned related technologies by providing a display method, apparatus, device, and storage medium within a game, thereby resolving the problem of insufficiently clear indication of marker information in the related technologies.

[0008] To achieve the above objectives, the technical solutions adopted in the embodiments of this disclosure are as follows:

[0009] In a first aspect, one embodiment of this disclosure provides a display method within a game, the method comprising:

[0010] The graphical user interface displays a first game scene formed by capturing the game scene from the current shooting perspective of the virtual camera;

[0011] Based on the first position of the enemy virtual object in the game scene, the relative position between the first position and the virtual camera is determined; wherein, the enemy virtual object is a virtual character that causes damage to the controlled virtual character;

[0012] Based on the relative position, the current shooting angle of the virtual camera, and the second position of the controlled virtual character, determine the first angle between the relative position and the second position within the first game screen;

[0013] Based on the first included angle, a marker display position is determined in the graphical user interface, and a marker is displayed at the marker display position to indicate the first position.

[0014] Secondly, another embodiment of this disclosure provides a display device within a game, the device comprising: a display module and a determination module, wherein:

[0015] The display module is configured to display a first game screen on the graphical user interface, formed by capturing the game scene from the current shooting perspective of the virtual camera.

[0016] The determining module is configured to perform the following: determining the relative position between the first position and the virtual camera based on the first position of the enemy virtual object in the game scene; wherein the enemy virtual object is a virtual character that causes damage to the controlled virtual character; and determining the first angle between the relative position and the second position within the first game screen based on the relative position, the current shooting angle of the virtual camera, and the second position of the controlled virtual character.

[0017] The display module is specifically configured to determine a marker display position in the graphical user interface based on the first included angle, and display a marker at the marker display position to indicate the first position.

[0018] Thirdly, another embodiment of this disclosure provides an in-game display device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the in-game display device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of any of the methods described in the first aspect above.

[0019] Fourthly, another embodiment of this disclosure provides a storage medium storing a computer program, which, when executed by a processor, performs the steps of any of the methods described in the first aspect above.

[0020] The beneficial effects of this disclosure are as follows: By using the in-game display method provided by this disclosure, the relative position between the first position and the virtual camera can be determined based on the first position of the enemy virtual object that causes damage to the controlled virtual character in the game scene. Based on the relative position, the current shooting angle of the virtual camera, and the second position of the controlled virtual character, the first angle between the relative position and the second position within the first game screen can be determined. Based on the first angle, a prompt message is displayed on the graphical interface to indicate the first position of the enemy virtual object in the current game scene. Since the prompt message is determined based on the first angle, the player can directly find the first position based on the prompt message, thereby achieving accurate marking of the first position. The player can effectively distinguish the specific location of the first position based on the prompt message, so that the player can find the location indicated by the prompt message more accurately. Attached Figure Description

[0021] To more clearly illustrate the technical solutions of the embodiments of this disclosure, the accompanying drawings used in the embodiments will be briefly described below. It should be understood that the following drawings only show some embodiments of this disclosure and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0022] Figure 1 is a flowchart illustrating a display method within a game according to an embodiment of this disclosure;

[0023] Figure 2 is a flowchart illustrating a display method within a game according to another embodiment of this disclosure;

[0024] Figure 3 is a schematic diagram of angle determination provided in an embodiment of this disclosure;

[0025] Figure 4 is a schematic diagram of a marking identifier provided in an embodiment of this disclosure;

[0026] Figure 5 is a schematic diagram of a marking identifier provided in another embodiment of this disclosure;

[0027] Figure 6 is a schematic diagram of the structure of a display device in a game provided according to an embodiment of the present disclosure;

[0028] Figure 7 is a schematic diagram of the structure of a display device in a game provided in another embodiment of this disclosure;

[0029] Figure 8 is a schematic diagram of the structure of a display device in a game provided in an embodiment of this disclosure. Detailed Implementation

[0030] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are some embodiments of this disclosure, but not all embodiments.

[0031] The components of the embodiments of this disclosure, typically described and illustrated in the accompanying drawings, can be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of this disclosure.

[0032] In one embodiment of this disclosure, the in-game display method can run on a local terminal device or a server. When the in-game display method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0033] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the in-game display methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0034] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0035] Furthermore, the flowcharts used in this disclosure illustrate operations implemented according to some embodiments of this disclosure. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed in order or performed simultaneously. Moreover, those skilled in the art, guided by the content of this disclosure, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0036] To facilitate understanding of the embodiments of this disclosure, some terms involved in this disclosure are explained below:

[0037] Virtual Camera: In 3D games, a virtual camera is an important tool for simulating the behavior of a real-world camera. Virtual cameras have various attributes and parameters, allowing users to adjust their position, rotation, zoom, and focal length to achieve different visual effects. For example, adjusting the camera's position changes the player's viewpoint; rotating the camera changes the viewing angle; zooming the camera adjusts the field of view; and adjusting the focal length simulates the visual effects of different lenses. Furthermore, virtual cameras can be set with different behavior modes to adapt to different game requirements. For instance, some cameras can follow the character's movement, providing first-person or third-person perspectives; some cameras can be fixed in a certain position, providing a stable viewing angle; and some cameras can simulate the shaking and trembling of a handheld camera, enhancing the realism of the game.

[0038] The following describes a game display method provided by an embodiment of this disclosure, using several specific application examples. Figure 1 is a flowchart illustrating a game display method provided by an embodiment of this disclosure. As shown in Figure 1, the method involves displaying a graphical user interface through a terminal device, and includes:

[0039] Step 101: Display the first game screen on the graphical user interface, formed by capturing the game scene from the current shooting perspective of the virtual camera.

[0040] In the embodiments of this disclosure, the game scene may be a game scene in which virtual characters controlled by other players compete, or it may be a game scene in which a player controls a controlled virtual character to perform a preset task in the game. The game scene may include multiple virtual characters, which may be of the same faction as the controlled virtual character or of different factions. They may be virtual characters controlled by other players or non-player virtual characters set by the system itself. The source of the virtual characters in the game and the game mode can be flexibly adjusted according to the user's needs and are not limited to those given in the above embodiments.

[0041] The current shooting perspective is the perspective of the controlled virtual character in the current game scene. The shooting perspective of the virtual camera is adjusted according to the perspective of the controlled virtual character. That is, the first game screen displayed on the graphical user interface is the first game screen corresponding to the current perspective of the controlled virtual character. If the perspective of the controlled virtual character changes, the content of the game screen displayed on the graphical user interface will also change accordingly.

[0042] Step 102: Determine the relative position between the first position and the virtual camera based on the first position of the enemy virtual object in the game scene.

[0043] Among them, the enemy virtual object is a virtual object that causes damage to the controlled virtual character. It may be a non-player virtual character object, or it may be any virtual object such as a virtual building object or a virtual plant object that can cause damage to the controlled virtual character. That is to say, in the embodiments of this disclosure, the first position of the enemy virtual object that causes damage to the controlled virtual character is obtained. If there are multiple enemy virtual objects causing damage to the controlled virtual character in the current game scene, multiple first positions can be obtained simultaneously.

[0044] Alternatively, in some possible embodiments, for example, only the first positions of a subset of enemy virtual objects can be obtained. Specifically, only a preset number of enemy virtual objects whose damage values ​​against the controlled virtual character are ranked highest can be obtained; that is, only a preset number of enemy virtual objects with high damage values ​​against the controlled virtual character can be obtained. This allows players to prioritize determining the first positions of enemy virtual objects with high damage values ​​and to prioritize using skills on them to defeat them as quickly as possible. Alternatively, only a preset number of enemy virtual objects whose remaining health ranks lowest and have dealt damage to the controlled virtual character can be obtained; that is, only a preset number of enemy virtual objects with low remaining health can be obtained. This allows players to prioritize determining the first positions of enemy virtual objects with low health and to prioritize using skills on them to defeat them as quickly as possible. It should be understood that the above embodiments are merely illustrative examples. The specific setting of the preset number of enemy virtual objects obtained, as well as the rules for obtaining enemy virtual objects, can be flexibly adjusted according to user needs and are not limited to the embodiments described above.

[0045] In some possible embodiments, the shooting angle of the virtual camera may be adjusted in response to an adjustment operation for the game scene in the graphical user interface.

[0046] In the embodiments of this disclosure, the adjustment of the shooting angle includes a first adjustment operation in the horizontal direction and a second adjustment operation in the vertical direction, or it can be a composite adjustment operation that adjusts both the horizontal and vertical directions. That is, the player can adjust only the game angle corresponding to the horizontal direction; or only the game angle in the vertical direction; or the composite adjustment operation can adjust both the game angle in the horizontal and vertical directions at the same time. The specific adjustment method can be determined according to the game settings and the player's specific operation, and is not limited to the above embodiments.

[0047] In some possible embodiments, the adjustment operation may be triggered in response to a player's dragging operation on the game scene in the graphical user interface, adjusting the shooting angle of the virtual camera in the current game scene along the direction of the player's drag; or, multiple adjustment controls may be preset on the graphical user interface, such as upward arrows, downward arrows, left arrows, and right arrows, and the shooting angle of the virtual camera in the current game scene may be adjusted in response to the player's clicking operation on each adjustment control; or, an adjustment shortcut key may be preset, and the shooting angle of the virtual camera in the current game scene may be adjusted in response to the triggering operation of the preset adjustment shortcut key. The specific method of adjusting the shooting angle of the virtual camera can be flexibly adjusted according to the user's needs and is not limited to the embodiments given above.

[0048] The adjustment method can be as follows: in response to a first adjustment operation in the graphical user interface for the horizontal direction of the game scene, the shooting angle of the virtual camera is adjusted horizontally according to the first adjustment operation; in response to a second adjustment operation in the graphical user interface for the vertical direction of the game scene, the shooting angle of the virtual camera is adjusted vertically according to the second adjustment operation.

[0049] In some possible embodiments, the controlled virtual character's adjustment of the virtual camera's shooting perspective includes, but is not limited to: the controlled virtual character's head-up operation, head-down operation, left-turn operation, right-turn operation, or switching between first-view and third-view operations, so that the virtual camera's shooting perspective is consistent with the controlled virtual character's perspective, and the second game screen formed by the game scene captured by the adjusted virtual camera's shooting perspective is presented on the graphical user interface.

[0050] After the shooting angle of the virtual camera is adjusted, the relative position between the first position and the virtual camera will also change. At this time, it is necessary to redetermine the relative position between the virtual camera and the first position. For example, the first position may be in front of / behind / to the left / to the right / above / below the virtual camera. The determination method can be, for example, to establish a coordinate system based on the current position of the virtual camera as the origin and multiple preset angle intervals, and determine the relative position of the first position relative to the virtual camera based on the quadrant of the established coordinate system. Alternatively, the space of the virtual camera can be divided into regions according to preset angle intervals, and the relative position between the first position and the virtual camera can be determined based on the target region where the first position is located. The specific method of determining the relative position can be flexibly adjusted according to the user's needs and is not limited to the above embodiments.

[0051] Step 103: Based on the relative position, the current shooting angle of the virtual camera, and the second position of the controlled virtual character, determine the first angle between the relative position and the second position within the first game screen.

[0052] After determining the relative position between the first position and the virtual camera, the first angle between the relative position and the second position within the first game screen is determined. To ensure consistency in the method of determining the angle, the first angle can be determined in a unified way, such as clockwise or counterclockwise along the direction from the relative position to the second position. This method unifies the rules for determining the angle and ensures the accuracy and consistency of the angle determination results.

[0053] Step 104: Based on the first included angle, determine a marker display position in the graphical user interface, and display a marker at the marker display position to indicate the first position.

[0054] In some possible embodiments, the marker may be a marker of a preset shape, such as a preset arc or a preset fan; or it may be a preset arrow, or a combination of a preset arc and a preset arrow, or a combination of a preset fan and a preset arrow, etc. It should be understood that the above embodiments are only illustrative examples, and the specific display type or display method of the marker can be flexibly adjusted according to the user's needs, and is not limited to what is given in the above embodiments.

[0055] This setup allows players to clearly determine the position of the first location relative to the controlled virtual character based on the location of the marker. Players can quickly and accurately find the first location by rotating the view along the marker.

[0056] By employing the in-game display method provided in this disclosure, the relative position between the first position and the virtual camera can be determined based on the first position of the enemy virtual object that causes damage to the controlled virtual character in the game scene. Furthermore, based on the relative position, the current shooting angle of the virtual camera, and the second position of the controlled virtual character, a first angle between the relative position and the second position within the first game screen can be determined. A prompt message is then displayed on the graphical interface based on this first angle to indicate the first position of the enemy virtual object in the current game scene. Because this method determines the prompt message based on the first angle, players can directly locate the first position based on the prompt message, thus achieving accurate marking of the first position. Players can effectively distinguish the specific location of the first position based on the prompt message, enabling them to more precisely find the location indicated by the prompt message.

[0057] Optionally, based on the above embodiments, this disclosure also provides a display method within a game. The implementation process of determining the relative position in the above method is illustrated below with reference to the accompanying drawings. Figure 2 is a flowchart illustrating a display method within a game according to another embodiment of this disclosure. As shown in Figure 2, step 102 may include:

[0058] Step 111: Determine the projection point of the first position on the plane corresponding to the graphical user interface.

[0059] In the embodiments of this disclosure, the first position in the three-dimensional game is projected onto a two-dimensional plane corresponding to the graphical user interface, thereby transforming the three-dimensional spatial problem into a two-dimensional planar problem, which facilitates the subsequent determination of the relative position.

[0060] Step 112: Determine the relative orientation between the first position and the virtual camera based on the projection point.

[0061] Figure 3 is a schematic diagram of angle determination provided by an embodiment of the present disclosure. As shown in Figure 3, the current coordinate system is established based on the current camera direction. Point P in Figure 3 is the first position of the enemy virtual object in the game scene. The origin o is the current position of the controlled virtual character in the game scene. The oy axis is the direction of the virtual camera. The ox axis is the direction perpendicular to the direction of the virtual camera and parallel to the graphical user interface. The oz axis is the direction perpendicular to ox and oy. Projecting from point P onto the oxz plane, the projection point P' of the first position point P on the oxz plane corresponding to the graphical user interface is obtained. The position of the projection point P' is the relative position of the first position P with respect to the virtual camera.

[0062] In embodiments of this disclosure, for example, a line oP' can be determined based on the projection point P' and a preset reference point (e.g., the center position of the graphical user interface, or any position in the graphical user interface, which is not limited here). Along a preset direction (e.g., clockwise or counterclockwise), the angle P'ox between the line oP' and the horizontal line ox passing through the preset reference point can be determined, so that the angle P'ox is the first included angle between the relative positions P' and O in the first game screen.

[0063] In some possible embodiments, for example, the marker includes: a first marker, which may be a preset arc shape, and the first display size of the first marker may be determined based on the damage value caused by the enemy virtual object to the controlled virtual character; the first marker is displayed at the marker display position at the first display size to indicate the first position.

[0064] In the embodiments of this disclosure, the higher the damage value inflicted by an enemy virtual object on the controlled virtual character, the larger the arc of the first marker corresponding to that enemy virtual object; the lower the damage value inflicted by an enemy virtual object on the controlled virtual character, the smaller the arc of the first marker corresponding to that enemy virtual object. This setting allows players to intuitively distinguish the damage value inflicted by enemy virtual objects on the controlled virtual character through the first marker, making it possible to clearly identify the damage value inflicted by enemy virtual objects on the controlled virtual character through the first marker information in the marker information. This setting allows players to, for example, select to attack enemy virtual objects that inflict high damage values ​​on the controlled virtual character by observing the first markers of different enemy virtual objects when multiple enemy virtual objects exist in the game scene. It should be understood that the above embodiments are only illustrative examples, and the specific operations of players in the game can be flexibly adjusted according to user needs and are not limited to the above embodiments.

[0065] In some possible embodiments, the marker includes a second marker, which determines a second angle between the first position and the second position within the first game screen based on the first position, the current shooting angle of the virtual camera, and the second position. Continuing as shown in Figure 3, the second angle is the angle between the enemy virtual object and the controlled virtual character, also known as angle Pox. The relative position between the enemy virtual object and the controlled virtual character can be determined by the angle Pox of the second angle. For example, if the first angle is the same, the marker will be displayed at the same position on the graphical user interface. However, at this time, the enemy virtual object may be in front of the controlled virtual character's field of vision or behind the controlled virtual character's field of vision. In order to enable the player to directly determine the relative positional relationship between the enemy virtual object and the controlled virtual character based on the marker, in the embodiments of this disclosure, for example, the relative positional relationship between the enemy virtual object and the controlled virtual character can be further determined based on the second angle Pox.

[0066] For example, if the first included angle P'ox is the same, and the second included angle Pox is smaller, it means that the current enemy virtual object is in front of the controlled virtual character; if the second included angle Pox is larger, it means that the current enemy virtual object is behind the controlled virtual character.

[0067] After determining the second included angle, for example, the second display size of the second marker can be determined based on the second included angle, so that the player can directly determine the relative position between the enemy virtual object and the controlled virtual character based on the second display size of the second marker; the second marker is displayed at the marked display position with the second display size to indicate the first position; for example, if the second included angle is large, the display size of the second marker can be controlled to be large, and if the second included angle is small, the display size of the second marker can be controlled to be small, so that the player can intuitively determine the relative position between the enemy virtual object and the controlled virtual character through the second marker; when the size of the second marker is small, it means that the current enemy virtual object may be in front of the controlled virtual character's field of vision, and the player can find the enemy virtual object with a small adjustment of the field of vision; when the size of the second marker is large, it means that the current enemy virtual object may be behind the controlled virtual character's field of vision, and the player needs to adjust the field of vision more to find and determine the enemy virtual object.

[0068] To facilitate understanding of this disclosure, the following is an explanation of the display of the second mark in this disclosure using an intuitive embodiment. Figure 4 is a schematic diagram of the mark provided in another embodiment of this disclosure. As shown in Figures 4(a) and 4(b), the angle of the first included angle P'ox in Figure 4(a) is the same as the angle of the first included angle P'ox in Figure 4(b), which results in the same position of the mark shown in Figures 4(a) and 4(b).

[0069] To improve the clarity of the marker's indication of the first position, in this embodiment, in addition to determining the display position of the second marker based on the first included angle, the display size of the second marker also needs to be determined based on the second included angle. Since the second included angle Pox in Figure 4(a) is different from that in Figure 4(b), the size of the second marker in Figure 4(a) and Figure 4(b) is different. Specifically, the second included angle Pox in Figure 4(a) is larger, so the length (i.e., size) of the second marker in Figure 4(a) is longer; the second included angle Pox in Figure 4(b) is smaller, so the length (i.e., size) of the second marker in Figure 4(b) is shorter.

[0070] This configuration ensures that the length of the second marker is closely related to the second angle between the first position and the controlled virtual character. Even if the markers are displayed in the same position, players can determine the specific position of each marker corresponding to the first position by observing the size / length of the second marker. A longer second marker indicates a larger angle between the first position and the controlled virtual character, requiring the player to adjust their orientation more significantly. Conversely, a shorter second marker indicates a smaller angle between the first position and the controlled virtual character, requiring the player to adjust their orientation less significantly. The specific adjustment can be made flexibly according to the player's needs and is not limited to the embodiments described above.

[0071] In embodiments of this disclosure, in order to further clarify the location of the enemy virtual object through the second marker, for example, the target display orientation of the second marker can be determined based on the second included angle and a preset angle threshold; the second marker is displayed at the marker display location with the target display orientation to indicate the first location.

[0072] For example, if the second angle is greater than a preset angle threshold, the target display orientation of the second marker is determined to be the second orientation away from the current shooting viewpoint; if the second angle is less than the preset angle threshold, the target display orientation of the second marker is determined to be the first orientation along the current shooting viewpoint; if the second angle is equal to the preset angle threshold, the length of the second marker is, for example, 0. This setting allows players to intuitively determine the positional relationship between the enemy virtual object and the controlled virtual character based on the orientation of the second marker.

[0073] In some possible embodiments, the preset angle threshold can be set to, for example, 45° or 50°. It should be understood that the above embodiments are only illustrative examples, and the specific preset angle threshold can also be set to a negative number or any angle value. It can be flexibly adjusted according to the user's needs and is not limited to the above embodiments.

[0074] In embodiments of this disclosure, for example, the orientation of the second marker can be determined based on the size of the second included angle, and the display size of the second marker can be determined based on the size of the second included angle. This allows players to intuitively understand the positional relationship between the enemy virtual object and the controlled virtual character based on the orientation and display size of the second marker. For example, only when the second included angle is less than a preset angle threshold, the orientation of the second marker is away from the shooting viewpoint; when the second included angle is greater than the preset angle threshold, the orientation of the second marker is towards the shooting viewpoint, that is, facing outward relative to the shooting viewpoint. Furthermore, the size of the second marker is also adjusted according to the size of the second angle. Even when the second markers are all facing inward, when the second included angle is large, the size of the corresponding second marker is also large, and when the second included angle is small, the size of the corresponding second marker is also small. When the second included angle is equal to the preset angle threshold, the length of the second marker is 0. This setting allows players to clearly observe the position of the enemy virtual object in the game scene, thereby improving the player's gaming experience.

[0075] In embodiments of this disclosure, to ensure the intuitiveness of the markers, the markers may include a first marker and a second marker, wherein the first marker is a preset arc and the second marker is a preset arrow, and the first and second markers are joined together to form the marker; Figure 5 is a schematic diagram of a marker provided in another embodiment of this disclosure. As shown in Figure 5(a), the horizontal axis in 5(a) is the angle value of the second included angle, the vertical axis is the display length of the second marker, and the origin of the coordinates is the center of the field of vision of the controlled virtual character, that is, the second included angle. The position where the included angle is 0°, and n° on the horizontal axis of the figure is the preset angle threshold, that is, the position when the included angle of the second included angle is n°. At this time, the relationship between the display length of the second marker and the angle value of the second included angle is shown in Figure 5(a). In Figure 5(a), point A indicates that the second included angle between the enemy virtual object A and the controlled virtual character is less than the preset angle threshold, point B indicates that the second included angle between the enemy virtual object B and the controlled virtual character is equal to the preset angle threshold, and point C indicates that the second included angle between the enemy virtual object C and the controlled virtual character is greater than the preset angle threshold.

[0076] When the three enemy virtual objects A, B, and C are in different first positions, the display method of the corresponding markers can be as shown in Figure 5(b). At point A, because the second included angle is less than the preset angle threshold and the angle value of the second included angle is small, the orientation of the second marker in the marker is pointing towards the current shooting viewpoint, and the display length of the second marker is short. At point B, because the second included angle is equal to the preset angle threshold, the length of the second marker in the marker is 0. At point C, because the second included angle is greater than the preset angle threshold and the angle value of the second included angle is large, the orientation of the second marker in the marker is away from the current shooting viewpoint, and the display length of the second marker is long. In addition, the display size of the first marker in the markers at each point is related to the damage caused by the corresponding enemy virtual object to the controlled virtual character, which will not be elaborated here.

[0077] This setup allows players to directly determine the location of enemy virtual objects—whether they are in front of or behind the controlled virtual character—based on the orientation of the second marker information displayed on the graphical user interface. Furthermore, the size / length of the second marker indicates the distance between the enemy virtual object and the controlled virtual character. Additionally, the size of the first marker indicates the damage inflicted on the controlled virtual character by the enemy virtual object. This allows players to directly access multiple pieces of information about enemy virtual objects based on the markers, enabling them to pinpoint the enemy virtual object's location, damage inflicted on the controlled virtual character, relative position, and distance within the current game scene. This significantly improves the directional accuracy of the marker information and enhances the player's gaming experience.

[0078] In some possible embodiments, there may be a preset correspondence between the size of the second included angle and the size of the second marker. For example, each second included angle may have a corresponding size of the second marker. This method of determination makes the size of the second marker more accurate, allowing players to intuitively and accurately determine the first position of the enemy virtual object based on the size of the second marker. Alternatively, each second included angle within a preset range may have a size of the second marker corresponding to that preset range. That is, the size of the second included angle and the size of the second marker are not one-to-one, but rather one preset range corresponds to one size of the second marker. After determining the size of the second included angle, it is first necessary to determine which preset range the second included angle falls within, and then determine the size of the second marker corresponding to that preset range as the size of the second marker corresponding to the second included angle. This method of determination ensures that players can determine the location of the enemy virtual object by the size of the second marker. Since the size of the second marker is not one-to-one with the second included angle, but rather corresponds to a range, it can reduce memory consumption and improve determination efficiency. It should be understood that the above embodiments are only illustrative examples. The specific method of determining the size of the second marker based on the second included angle can be flexibly adjusted according to user needs and is not limited to the embodiments given above.

[0079] Players can intuitively determine the positional relationship between enemy virtual objects and the controlled virtual character based on the markers. If the enemy virtual object is in front of / above the controlled virtual character (vertically relative), for example, the player needs to control the controlled virtual character to adjust the camera up, down, left, and right to view the first position; if the enemy virtual object is behind the controlled virtual character (horizontally relative), for example, the player needs to control the controlled virtual character to move the camera left and right to view the first position.

[0080] Using the in-game display method provided in this disclosure, the player determines the relative position between the first position and the virtual camera based on the first position of the enemy virtual object that causes damage to the controlled virtual character in the game scene. Then, based on the relative position, the current shooting angle of the virtual camera, and the second position of the controlled virtual character, the player determines the first angle between the relative position and the second position within the first game screen. A first marker is then displayed on the graphical interface based on this first angle to indicate the first position of the enemy virtual object in the current game scene. The first marker and a second marker are combined to form a marker, and the orientation of the second marker clearly indicates that the enemy virtual object is located within the controlled virtual character's position. The system can determine whether the enemy virtual object is in front or behind, and based on the size / length of the second marker, the distance between the enemy virtual object and the controlled virtual character can be clearly identified. Furthermore, the size of the first marker in the marker information indicates the damage inflicted on the controlled virtual character by the enemy virtual object. This allows players to directly identify multiple pieces of information about the enemy virtual object based on the markers, thus pinpointing its location within the current game scene, the damage it inflicts on the controlled virtual character, its relative position to the controlled virtual character, and its distance from the controlled virtual character. This significantly improves the directional accuracy and clarity of the markers, enhancing the player's gaming experience.

[0081] The in-game display device provided in this disclosure will be explained below with reference to the accompanying drawings. The in-game display device can execute any of the in-game display methods shown in Figures 1-5 above. Its specific implementation and beneficial effects are as described above, and will not be repeated below.

[0082] Figure 6 is a schematic diagram of the structure of a display device in a game according to an embodiment of the present disclosure. As shown in Figure 6, the device includes: a display module 201 and a determination module 202, wherein:

[0083] Display module 201 is configured to display a first game screen on a graphical user interface, formed by capturing the game scene from the current shooting perspective of a virtual camera.

[0084] The determining module 202 is configured to perform the following: determining the relative position between the first position and the virtual camera based on the first position of the enemy virtual object in the game scene; wherein the enemy virtual object is a virtual character that causes damage to the controlled virtual character; and determining the first angle between the relative position and the second position within the first game screen based on the relative position, the current shooting angle of the virtual camera, and the second position of the controlled virtual character.

[0085] The display module 201 is specifically configured to determine a marker display position in the graphical user interface based on the first included angle, and display a marker at the marker display position to indicate the first position.

[0086] Optionally, the determining module 202 is specifically configured to perform the following: determine the projection point of the first position on the plane corresponding to the graphical user interface; and determine the relative position between the first position and the virtual camera based on the projection point.

[0087] Optionally, the marker includes: a first marker, and the determining module 202 is specifically configured to determine the first display size of the first marker based on the damage value caused by the enemy virtual object to the controlled virtual character;

[0088] The display module 201 is specifically configured to display a first marker at a first display size at the marker display location to indicate the first location.

[0089] Optionally, the marker includes: a second marker; the determining module 202 is specifically configured to perform the following: determining a second angle between the first position and the second position within the first game screen based on the first position, the current shooting angle of the virtual camera, and the second position; and determining a second display size of the second marker based on the second angle.

[0090] The display module 201 is specifically configured to display a second marker at a second display size at the marker display location to indicate the first location.

[0091] Optionally, the determining module 202 is specifically configured to determine the target display orientation of the second marker based on the second included angle and a preset angle threshold;

[0092] The display module 201 is specifically configured to display a second marker at the marker display location with the target display orientation to indicate the first location.

[0093] Optionally, the determining module 202 is specifically configured to perform the following actions: if the second included angle is greater than a preset angle threshold, then determine that the target display orientation of the second marker is a second orientation away from the current shooting viewpoint; if the second included angle is less than or equal to the preset angle threshold, then determine that the target display orientation of the second marker is a first orientation along the current shooting viewpoint.

[0094] Optionally, the marker includes a first marker and a second marker, wherein the first marker is a preset arc shape and the second marker is a preset arrow shape, and the first marker and the second marker are joined together to form the marker.

[0095] Optionally, based on the above embodiments, this disclosure may also provide an in-game display device. The implementation process of the device shown in FIG6 above will be illustrated below with reference to the accompanying drawings. FIG7 is a schematic diagram of the structure of an in-game display device provided in another embodiment of this disclosure. As shown in FIG7, the device further includes: an adjustment module 203, configured to perform an adjustment operation in response to an adjustment operation for a game scene in a graphical user interface, and adjust the shooting angle of the virtual camera according to the adjustment operation.

[0096] Optionally, the adjustment module 203 is specifically configured to perform a first adjustment operation in the horizontal direction of the game scene in the graphical user interface, and adjust the shooting angle of the virtual camera in the horizontal direction according to the first adjustment operation; and to perform a second adjustment operation in the vertical direction of the game scene in the graphical user interface, and adjust the shooting angle of the virtual camera in the vertical direction according to the second adjustment operation.

[0097] Using the in-game display device provided in this disclosure, the relative position between the first position and the virtual camera can be determined based on the first position of the enemy virtual object that causes damage to the controlled virtual character in the game scene. Then, based on the relative position, the current shooting angle of the virtual camera, and the second position of the controlled virtual character, a first angle between the relative position and the second position within the first game screen can be determined. A prompt message is then displayed on the graphical interface based on this first angle to indicate the first position of the enemy virtual object in the current game scene. Because this method of determination is based on the first angle, players can directly find the first position based on the prompt message, thus achieving accurate marking of the first position. Players can effectively distinguish the specific location of the first position based on the prompt message, enabling them to more accurately find the location indicated by the prompt message.

[0098] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).

[0099] Figure 8 is a schematic diagram of the structure of an in-game display device provided in an embodiment of this disclosure. The in-game display device can be integrated into a terminal device or a chip of a terminal device.

[0100] As shown in Figure 8, the display devices in the game include: processor 501, bus 502 and storage medium 503.

[0101] The processor 501 is used to store programs. The processor 501 calls the programs stored in the storage medium 503 to execute the method embodiments corresponding to Figures 1-5 above.

[0102] The specific steps by which processor 501 executes the above-mentioned in-game display method include:

[0103] The graphical user interface displays a first game scene formed by capturing the game scene from the current shooting perspective of the virtual camera;

[0104] Based on the first position of the enemy virtual object in the game scene, the relative position between the first position and the virtual camera is determined; wherein, the enemy virtual object is a virtual character that causes damage to the controlled virtual character;

[0105] Based on the relative position, the current shooting angle of the virtual camera, and the second position of the controlled virtual character, determine the first angle between the relative position and the second position within the first game screen;

[0106] Based on the first included angle, a marker display position is determined in the graphical user interface, and a marker is displayed at the marker display position to indicate the first position.

[0107] In some embodiments, when the processor 501 performs the step of determining the relative position between the first position and the virtual camera based on the first position of the enemy virtual object in the game scene, it is further configured to perform:

[0108] Determine the projection point of the first position on the plane corresponding to the graphical user interface;

[0109] The relative position between the first position and the virtual camera is determined based on the projection point.

[0110] In some embodiments, the marker identifier includes: a first marker identifier, and when the processor 501 executes the step of displaying the marker identifier at the marker display location to indicate the first location, it is further configured to execute:

[0111] The first display size of the first marker is determined based on the damage value inflicted by the enemy virtual object on the controlled virtual character;

[0112] A first marker is displayed at the marked display location at the first display size to indicate the first location.

[0113] In some embodiments, the marker identifier includes: a second marker identifier, and when the processor 501 performs the step of displaying the marker identifier at the marker display location to indicate the first location, it is further configured to perform:

[0114] Based on the first position, the current shooting angle of the virtual camera, and the second position, determine the second included angle between the first position and the second position within the first game screen;

[0115] The second display size of the second mark is determined based on the second included angle;

[0116] A second marker is displayed at the marked display location at the second display size to indicate the first location.

[0117] In some embodiments, when the processor 501 performs the action of displaying a marker at the marker display location to indicate the first location, it is further configured to perform:

[0118] The target display orientation of the second mark is determined based on the second included angle and the preset angle threshold.

[0119] At the marked display location, a second marker is displayed in the target orientation to indicate the first location.

[0120] In some embodiments, when the processor 501 performs the step of determining the target display orientation of the second marker based on the second included angle and a preset angle threshold, it is further configured to perform:

[0121] If the second included angle is greater than the preset angle threshold, then the target display orientation identified by the second mark is determined to be a second orientation that is away from the current shooting angle.

[0122] If the second included angle is less than or equal to the preset angle threshold, then the target display orientation identified by the second mark is determined to be the first orientation along the current shooting angle.

[0123] In some embodiments, the marker includes a first marker and a second marker, wherein the first marker is a preset arc shape, the second marker is a preset arrow shape, and the first marker and the second marker are joined together to form the marker.

[0124] In some embodiments, processor 501 is further configured to perform:

[0125] In response to an adjustment operation for the game scene in the graphical user interface, the shooting angle of the virtual camera is adjusted according to the adjustment operation.

[0126] In some embodiments, when the processor 501 performs the adjustment operation in response to the game scene in the graphical user interface, and adjusts the shooting angle of the virtual camera according to the adjustment operation, it is further configured to perform:

[0127] In response to a first adjustment operation in the horizontal direction for the game scene in the graphical user interface, the shooting angle of the virtual camera is adjusted in the horizontal direction according to the first adjustment operation;

[0128] In response to a second adjustment operation in the vertical direction for the game scene in the graphical user interface, the shooting angle of the virtual camera is adjusted in the vertical direction according to the second adjustment operation.

[0129] Using the in-game display device provided in this disclosure, the relative position between the first position and the virtual camera can be determined based on the first position of the enemy virtual object that causes damage to the controlled virtual character in the game scene. Then, based on the relative position, the current shooting angle of the virtual camera, and the second position of the controlled virtual character, a first angle between the relative position and the second position within the first game screen can be determined. A prompt message is then displayed on the graphical interface based on this first angle to indicate the first position of the enemy virtual object in the current game scene. Because this method of determination is based on the first angle, players can directly find the first position based on the prompt message, thus achieving accurate marking of the first position. Players can effectively distinguish the specific location of the first position based on the prompt message, enabling them to more accurately find the location indicated by the prompt message.

[0130] Optionally, this disclosure also provides a program product, such as a storage medium storing a computer program, including a program that executes the embodiments corresponding to the above-described methods when run by a processor.

[0131] The specific steps by which the processor executes the above-mentioned in-game display methods include:

[0132] The graphical user interface displays a first game scene formed by capturing the game scene from the current shooting perspective of the virtual camera;

[0133] Based on the first position of the enemy virtual object in the game scene, the relative position between the first position and the virtual camera is determined; wherein, the enemy virtual object is a virtual character that causes damage to the controlled virtual character;

[0134] Based on the relative position, the current shooting angle of the virtual camera, and the second position of the controlled virtual character, determine the first angle between the relative position and the second position within the first game screen;

[0135] Based on the first included angle, a marker display position is determined in the graphical user interface, and a marker is displayed at the marker display position to indicate the first position.

[0136] In some embodiments, when the processor performs the step of determining the relative position between the first position and the virtual camera based on the first position of the enemy virtual object in the game scene, it is further configured to perform:

[0137] Determine the projection point of the first position on the plane corresponding to the graphical user interface;

[0138] The relative position between the first position and the virtual camera is determined based on the projection point.

[0139] In some embodiments, the marker identifier includes: a first marker identifier, and when the processor performs the step of displaying the marker identifier at the marker display location to indicate the first location, it is further configured to perform:

[0140] The first display size of the first marker is determined based on the damage value inflicted by the enemy virtual object on the controlled virtual character;

[0141] A first marker is displayed at the marked display location at the first display size to indicate the first location.

[0142] In some embodiments, the marker identifier includes: a second marker identifier, and the processor, when performing the step of displaying the marker identifier at the marker display location to indicate the first location, is further configured to perform:

[0143] Based on the first position, the current shooting angle of the virtual camera, and the second position, determine the second included angle between the first position and the second position within the first game screen;

[0144] The second display size of the second mark is determined based on the second included angle;

[0145] A second marker is displayed at the marked display location at the second display size to indicate the first location.

[0146] In some embodiments, when the processor performs the step of displaying a marker at the marker display location to indicate the first location, it is further configured to perform:

[0147] The target display orientation of the second mark is determined based on the second included angle and the preset angle threshold.

[0148] At the marked display location, a second marker is displayed in the target orientation to indicate the first location.

[0149] In some embodiments, when the processor performs the step of determining the target display orientation of the second marker based on the second included angle and a preset angle threshold, it is further configured to perform:

[0150] If the second included angle is greater than the preset angle threshold, then the target display orientation identified by the second mark is determined to be a second orientation that is away from the current shooting angle.

[0151] If the second included angle is less than or equal to the preset angle threshold, then the target display orientation identified by the second mark is determined to be the first orientation along the current shooting angle.

[0152] In some embodiments, the marker includes a first marker and a second marker, wherein the first marker is a preset arc shape, the second marker is a preset arrow shape, and the first marker and the second marker are joined together to form the marker.

[0153] In some embodiments, the processor is also configured to perform:

[0154] In response to an adjustment operation for the game scene in the graphical user interface, the shooting angle of the virtual camera is adjusted according to the adjustment operation.

[0155] In some embodiments, when the processor performs the adjustment operation in response to the game scene in the graphical user interface, and adjusts the shooting angle of the virtual camera according to the adjustment operation, it is further configured to perform:

[0156] In response to a first adjustment operation in the horizontal direction for the game scene in the graphical user interface, the shooting angle of the virtual camera is adjusted in the horizontal direction according to the first adjustment operation;

[0157] In response to a second adjustment operation in the vertical direction for the game scene in the graphical user interface, the shooting angle of the virtual camera is adjusted in the vertical direction according to the second adjustment operation.

[0158] Using the storage medium provided in this disclosure, the relative position between the first position and the virtual camera can be determined based on the first position of the enemy virtual object that causes damage to the controlled virtual character in the game scene. Then, based on the relative position, the current shooting angle of the virtual camera, and the second position of the controlled virtual character, a first angle between the relative position and the second position within the first game screen can be determined. A prompt message is then displayed on the graphical interface based on the first angle to indicate the first position of the enemy virtual object in the current game scene. Because this method of determination is based on the first angle, players can directly find the first position based on the prompt message, thus achieving accurate marking of the first position. Players can effectively distinguish the specific location of the first position based on the prompt message, enabling them to find the location indicated by the prompt message more precisely.

[0159] In the several embodiments provided in this disclosure, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0160] The units described 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 one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0161] Furthermore, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in a combination of hardware and software functional units.

[0162] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

Claims

1. A display method in a game, displaying a graphical user interface by a terminal device, the method comprising: displaying, on the graphical user interface, a first game picture formed by a current shooting perspective of a virtual camera shooting a game scene; determining a relative position between a first position of an enemy virtual object in the game scene and the virtual camera according to the first position; wherein the enemy virtual object is a virtual character causing damage to a controlled virtual character; determining a first included angle of the relative position and a second position of the controlled virtual character in the first game picture according to the relative position, a current shooting perspective of the virtual camera and the second position; determining an identification display position in the graphical user interface according to the first included angle, and displaying a mark identification for prompting the first position at the identification display position. The determining of the relative position between the first position and the virtual camera according to the first position of the enemy virtual object in the game scene comprises: determining a projection point of the first position on a corresponding plane of the graphical user interface; and determining the relative position between the first position and the virtual camera according to the projection point. The mark identification comprises a first mark identification, and the displaying of the mark identification for prompting the first position at the identification display position comprises: determining a first display size of the first mark identification according to a damage value caused by the enemy virtual object to the controlled virtual character; and displaying the first mark identification for prompting the first position at the mark display position with the first display size. The mark identification comprises a second mark identification, and the displaying of the mark identification for prompting the first position at the identification display position comprises: determining a second included angle of the first position and the second position in the first game picture according to the first position, the current shooting perspective of the virtual camera and the second position; determining a second display size of the second mark identification according to the second included angle; and displaying the second mark identification for prompting the first position at the mark display position with the second display size. The displaying of the mark identification for prompting the first position at the identification display position comprises: determining a target display orientation of the second mark identification according to the second included angle and a preset angle threshold; and displaying the second mark identification for prompting the first position at the mark display position with the target display orientation.

2. The method of claim 1, wherein, The determining of the target display orientation of the second mark identification according to the second included angle and the preset angle threshold comprises: if the second included angle is greater than the preset angle threshold, determining the target display orientation of the second mark identification as a second orientation away from the current shooting perspective; and if the second included angle is less than or equal to the preset angle threshold, determining the target display orientation of the second mark identification as a first orientation along the current shooting perspective. ​ ​ 3. The method of claim 1, wherein, ​ ​ ​ 4. The method of claim 1, wherein, ​ ​ ​ ​ 5. The method of claim 4, wherein, ​ ​ ​ 6. The method of claim 5, wherein, ​ ​ ​ 7. The method of claim 1, wherein, The mark identifier comprises a first mark identifier and a second mark identifier, wherein the first mark identifier is a preset arc shape, and the second mark identifier is a preset arrowhead, and the first mark identifier and the second mark identifier are spliced to form the mark identifier.

8. The method of claim 1, wherein, The method further comprises: in response to an adjustment operation on the game scene in the graphical user interface, adjusting the shooting view angle of the virtual camera according to the adjustment operation.

9. The method of claim 8, wherein, The response to the adjustment operation on the game scene in the graphical user interface, adjusting the shooting view angle of the virtual camera according to the adjustment operation, comprises: in response to a first adjustment operation in the horizontal direction on the game scene in the graphical user interface, adjusting the shooting view angle of the virtual camera in the horizontal direction according to the first adjustment operation; in response to a second adjustment operation in the vertical direction on the game scene in the graphical user interface, adjusting the shooting view angle of the virtual camera in the vertical direction according to the second adjustment operation.

10. A display device in a game, the device comprising: The display module and the determination module, wherein: The display module is configured to display a first game picture formed by shooting the game scene through the current shooting view angle of the virtual camera on the graphical user interface; The determination module is configured to determine the relative position between the first position and the virtual camera according to the first position of the enemy virtual object in the game scene, wherein the enemy virtual object is a virtual character that causes damage to the controlled virtual character; determine a first included angle between the relative position and the second position of the controlled virtual character in the first game picture according to the relative position, the current shooting view angle of the virtual camera and the second position of the controlled virtual character; The display module is specifically configured to determine a mark display position in the graphical user interface according to the first included angle, and display a mark identifier for prompting the first position at the mark display position.

11. A display device within a game, the device comprising: A processor, a storage medium and a bus, the storage medium stores machine readable instructions executable by the processor, when the in-game display device is running, the processor and the storage medium communicate through the bus, the processor executes the machine readable instructions to execute the method of any one of claims 1-9.

12. A storage medium, the storage medium stores a computer program, the computer program is executed by a processor to execute the method of any one of claims 1-9.

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