CN116999846A - Marking method and device in game, electronic equipment and storage medium - Google Patents

Marking method and device in game, electronic equipment and storage medium Download PDF

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Publication number
CN116999846A
CN116999846A CN202210471329.0A CN202210471329A CN116999846A CN 116999846 A CN116999846 A CN 116999846A CN 202210471329 A CN202210471329 A CN 202210471329A CN 116999846 A CN116999846 A CN 116999846A
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CN
China
Prior art keywords
virtual character
game
attribute information
target enemy
determining
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202210471329.0A
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Chinese (zh)
Inventor
胡佳胜
胡志鹏
刘勇成
袁思思
程龙
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN202210471329.0A priority Critical patent/CN116999846A/en
Publication of CN116999846A publication Critical patent/CN116999846A/en
Pending legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/215Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/0482Interaction with lists of selectable items, e.g. menus
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1081Input via voice recognition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • Optics & Photonics (AREA)
  • General Physics & Mathematics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The invention provides a marking method, a marking device, processing equipment and a storage medium in a game, and relates to the technical field of games. The method provides a graphical user interface through the terminal equipment, wherein the graphical user interface is displayed with: a plurality of game avatars within a game scene, comprising: determining a target enemy avatar from a plurality of game avatars; determining combat attribute information of a target enemy virtual character; and sending a mark indication to the client device of the teammate virtual character of the controlled game virtual character so as to display the fight attribute information of the target enemy virtual character on the display interface of the client device of the teammate virtual character. The terminal can determine the fight attribute information of the target enemy virtual character, and the client device of the teammate virtual character of the controlled game virtual character can display the fight attribute information of the target enemy virtual character, so that the visual sharing of the fight attribute information of the target enemy virtual character among teammates is realized, and the game experience of a player is improved.

Description

Marking method and device in game, electronic equipment and storage medium
Technical Field
The present invention relates to the field of game technologies, and in particular, to a method and apparatus for marking in a game, an electronic device, and a storage medium.
Background
As the gaming industry evolves, so too is the game types and game content. Network games generally refer to electronic games that are commonly participated in by multiple persons over a computer network; the rapid development of online games is also becoming popular with users in the manner of playing games through intelligent terminals.
In some games, a voice call can be made between game players belonging to the same game team, and attribute information of a target character can be shared by the voice call so that other players who are in the same battle team as the current player can share the information of the target character, thereby facilitating game battle.
However, in the related art, the attribute information of the target character is shared by the voice call, so that the problem that the attribute information of the shared target character is not intuitive enough easily occurs, and the game experience of the player is reduced.
Disclosure of Invention
The invention aims to overcome the defects in the prior art and provide a marking method, a marking device, a marking processing device and a marking storage medium in a game, so as to solve the problem that in the related art, attribute information of a target character is shared through voice communication, the attribute information of the shared target character is not visual enough easily, and the game experience of a player is reduced.
In order to achieve the above purpose, the technical scheme adopted by the embodiment of the invention is as follows:
in a first aspect, an embodiment of the present invention provides a method for marking in a game, where a graphical user interface is provided through a terminal device, where the graphical user interface is displayed in the graphical user interface: a plurality of game avatars within the game scene; the method comprises the following steps:
determining a target enemy avatar from the plurality of game avatars;
determining combat attribute information of the target enemy virtual character;
and sending a mark indication to client equipment of a teammate virtual character of the controlled game virtual character to display combat attribute information of the target enemy virtual character on a display interface of the client equipment of the teammate virtual character, wherein the controlled game virtual character is controlled by the terminal equipment.
Optionally, the determining a target enemy avatar from the plurality of game avatars includes:
at least one enemy game virtual character within a field of view of the controlled virtual object is determined to be the target enemy virtual character from the plurality of game virtual characters within a game scene.
Optionally, the determining, from the plurality of game virtual characters in the game scene, that at least one enemy game virtual character in the field of view of the controlled virtual object is the target enemy virtual character includes:
And determining an enemy game virtual character with the distance smaller than or equal to a first preset distance from the controlled virtual object in the visual field range of the controlled game virtual character from the plurality of game virtual characters in the game scene as the target enemy virtual character.
Optionally, the method further comprises:
and determining the first preset distance according to the distances between the historic marked enemy virtual character and the controlled virtual object and the marking accuracy of the combat attribute.
Optionally, the determining a target enemy avatar from the plurality of game avatars includes:
and determining the target enemy virtual character in response to an input selection operation for the target enemy virtual character in the plurality of game virtual characters.
Optionally, the determining the combat attribute information of the target enemy virtual character includes:
and if the distance between the target enemy virtual character and the controlled game virtual character is smaller than or equal to a second preset distance, self-adaptively determining the fight attribute information of the target enemy virtual character.
Optionally, the determining the combat attribute information of the target enemy virtual character includes:
Displaying a preset combat attribute list, wherein the preset combat attribute list comprises a plurality of pieces of preset combat attribute information;
and determining the combat attribute information of the target enemy virtual character in response to a selection operation of the target combat attribute information in the plurality of preset combat attribute information.
Optionally, the displaying the preset combat attribute list includes:
and if the distance between the target enemy virtual character and the virtual character of the controlled game is larger than a second preset distance, displaying a preset combat attribute list.
Optionally, the determining the combat attribute information of the target enemy virtual character includes:
and determining character attribute information of the target enemy virtual character and/or weapon attribute information held by the target enemy virtual character.
Optionally, the determining the combat attribute information of the target enemy virtual character includes:
and determining the fight attribute information of the target enemy virtual character according to the game account information of the target enemy virtual character.
Optionally, the determining the combat attribute information of the target enemy virtual character includes:
identifying the input voice information aiming at the target enemy virtual character to obtain an identification result;
And determining the fight attribute information of the target enemy virtual character according to the identification result.
Optionally, the method further comprises:
and displaying the fight attribute information of the target enemy virtual character in the game scene.
In a second aspect, an embodiment of the present invention provides a method for marking in a game, where a graphical user interface is provided through a terminal device, where the graphical user interface is displayed in the graphical user interface: a plurality of game avatars within the game scene; the method comprises the following steps:
receiving a mark indication sent by a client device of a first virtual character, wherein the first virtual character and a second virtual character controlled by the terminal device are teammate virtual characters;
and responding to the input first operation aiming at the center of the graphic user interface, and displaying fight attribute information of a target enemy virtual character in the game virtual characters in the graphic user interface according to the mark indication.
Optionally, the first operation is a long press operation, the responding to the input first operation aiming at the center of the graphic user interface indicates to display the fight attribute information of the target enemy virtual character in the plurality of game virtual characters in the graphic user interface according to the mark, and the method includes:
And responding to input long press operation aiming at the center in the graphical user interface, and displaying fight attribute information of a target enemy virtual character in the plurality of game virtual characters in a text mode in the graphical user interface according to the mark indication.
Optionally, the first operation is a long press operation, the responding to the input first operation aiming at the center of the graphic user interface indicates to display the fight attribute information of the target enemy virtual character in the plurality of game virtual characters in the graphic user interface according to the mark, and the method includes:
and if the distance between the second virtual character and the target enemy virtual character is larger than a third preset distance, responding to input long-press operation aiming at a center in the graphical user interface, and displaying fight attribute information of the target enemy virtual character in the plurality of game virtual characters in a video mode in the graphical user interface according to the mark indication.
In a third aspect, an embodiment of the present invention further provides a marking apparatus in a game, where a graphical user interface is provided through a terminal device, where the graphical user interface is displayed in the graphical user interface: a plurality of game avatars within the game scene; the device comprises:
A determining module for determining a target enemy virtual character from the plurality of game virtual characters; determining combat attribute information of the target enemy virtual character;
and the sending module is used for sending a mark indication to the client device of the teammate virtual role of the controlled game virtual role so as to display the fight attribute information of the target enemy virtual role on the display interface of the client device of the teammate virtual role, wherein the controlled game virtual role is controlled by the terminal device.
Optionally, the determining module is further configured to determine, from the plurality of game virtual characters, that at least one enemy game virtual character within the visual field of the controlled virtual object is the target enemy virtual character.
Optionally, the determining module is further configured to determine, from the plurality of game virtual characters, an enemy game virtual character whose distance from the controlled virtual object is less than or equal to a first preset distance within a visual field range of the controlled game virtual character, as the target enemy virtual character.
Optionally, the apparatus further includes:
and the first determining module is used for determining the first preset distance according to the distances between the historic marked enemy virtual character and the controlled virtual object and the marking accuracy of the combat attribute.
Optionally, the determining module is further configured to determine the target enemy virtual character in response to an input selection operation for the target enemy virtual character in the plurality of game virtual characters.
Optionally, the determining module is further configured to adaptively determine combat attribute information of the target enemy virtual character if a distance between the target enemy virtual character and the controlled game virtual character is less than or equal to a second preset distance.
Optionally, the determining module is further configured to display a preset combat attribute list, where the preset combat attribute list includes a plurality of preset combat attribute information; and determining the combat attribute information of the target enemy virtual character in response to a selection operation of the target combat attribute information in the plurality of preset combat attribute information.
Optionally, the determining module is further configured to display a preset combat attribute list if a distance between the target enemy virtual character and the controlled game virtual character is greater than a second preset distance.
Optionally, the determining module is further configured to determine character attribute information of the target enemy virtual character and/or weapon attribute information held by the target enemy virtual character.
Optionally, the determining module is further configured to determine combat attribute information of the target enemy virtual character according to game account information of the target enemy virtual character.
Optionally, the determining module is further configured to identify the input voice information of the target enemy virtual character, so as to obtain an identification result; and determining the fight attribute information of the target enemy virtual character according to the identification result.
Optionally, the apparatus further includes:
and the display module is used for displaying the fight attribute information of the target enemy virtual character in the game scene.
In a fourth aspect, an embodiment of the present invention further provides a marking apparatus in a game, where a graphical user interface is provided through a terminal device, where the graphical user interface is displayed in the graphical user interface: a plurality of game avatars within the game scene; the device comprises:
the receiving module is used for receiving a mark indication sent by the client device of a first virtual character, wherein the first virtual character and a second virtual character controlled by the terminal device are teammate virtual characters;
and the display module is used for responding to the input first operation aiming at the center of the graphic user interface, and displaying the fight attribute information of the target enemy virtual character in the plurality of game virtual characters in the graphic user interface according to the mark indication.
Optionally, the first operation is a long press operation, and the display module is further configured to respond to an input long press operation for a center of gravity in the graphical user interface, and display, in a text manner, combat attribute information of a target enemy virtual character in the plurality of game virtual characters in the graphical user interface according to the mark indication.
Optionally, the first operation is a long-press operation, and the display module is further configured to respond to an input long-press operation for a center of gravity in the graphical user interface if a distance between the second virtual character and the target enemy virtual character is greater than a third preset distance, and display, in a video manner, combat attribute information of the target enemy virtual character in the plurality of game virtual characters in the graphical user interface according to the mark indication.
In a fifth aspect, an embodiment of the present invention further provides an electronic device, including: a memory storing a computer program executable by the processor, and a processor implementing the method of marking in a game of any one of the above first aspects when the processor executes the computer program.
In a sixth aspect, an embodiment of the present invention further provides a computer readable storage medium, on which a computer program is stored, which when read and executed, implements the marking method in the game according to any one of the first aspects.
The beneficial effects of the invention are as follows: the embodiment of the invention provides a marking method in a game, which comprises the steps of providing a graphical user interface through terminal equipment, wherein the graphical user interface is displayed with: a plurality of game avatars within the game scene; the method comprises the following steps: determining a target enemy avatar from a plurality of game avatars; determining combat attribute information of a target enemy virtual character; and sending a mark indication to client devices of the teammate virtual roles of the controlled game virtual roles, so as to display combat attribute information of the target enemy virtual roles on a display interface of the client devices of the teammate virtual roles, wherein the controlled game virtual roles are controlled by the terminal devices. The terminal can determine the fight attribute information of the target enemy virtual character, and the client device of the teammate virtual character of the controlled game virtual character can display the fight attribute information of the target enemy virtual character, so that the visual sharing of the fight attribute information of the target enemy virtual character among teammates is realized, and the game experience of a player is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present invention and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic flow chart of a marking method in a game according to an embodiment of the present invention;
FIG. 2 is a schematic flow chart of a marking method in a game according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of a graphical user interface according to an embodiment of the present invention;
FIG. 4 is a schematic diagram of a graphical user interface according to an embodiment of the present invention;
FIG. 5 is a schematic flow chart of a marking method in a game according to an embodiment of the present invention;
FIG. 6 is a schematic flow chart of a marking method in a game according to an embodiment of the present invention;
FIG. 7 is a schematic diagram of a marking device in a game according to an embodiment of the present invention;
FIG. 8 is a schematic diagram of a marking device in a game according to an embodiment of the present invention;
fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention, and it is apparent that the described embodiments are some embodiments of the present invention, but not all embodiments of the present invention.
Thus, the following detailed description of the embodiments of the application, as presented in the figures, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
In the description of the present application, it should be noted that, if the terms "upper", "lower", and the like indicate an azimuth or a positional relationship based on the azimuth or the positional relationship shown in the drawings, or an azimuth or the positional relationship conventionally put in use of the product of the application, it is merely for convenience of describing the present application and simplifying the description, and it is not indicated or implied that the apparatus or element referred to must have a specific azimuth, be configured and operated in a specific azimuth, and thus should not be construed as limiting the present application.
Furthermore, the terms first, second and the like in the description and in the claims and in the above-described figures, are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that the embodiments of the application described herein may be implemented in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
It should be noted that the features of the embodiments of the present application may be combined with each other without conflict.
The in-game marking method in one embodiment of the present disclosure may be run on a local terminal device or a server. When the marking method in the game runs on the server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, a running main body of the game program and a game picture presentation main body are separated, the storage and running of a marking method in the game are completed on a cloud game server, and the function of a client device is used for receiving and sending data and presenting game pictures, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server which performs information processing is a cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the application provides a marking method in a game, and a graphical user interface is provided through terminal equipment, wherein the terminal equipment can be the aforementioned local terminal equipment or the aforementioned client equipment in the cloud interaction system. The terminal device may be any of the following: desktop computers, notebook computers, tablet computers, smart phones, etc., to which embodiments of the present application are not particularly limited.
Wherein the terminal device may provide a graphical user interface having displayed therein: a game scene. A plurality of game virtual characters can be included in the game scene; the plurality of game characters may be game virtual characters in a plurality of groups of game teams, the game may be a team combat class game, the game virtual characters in the same group of game teams are teammate virtual characters, and the game virtual characters in different groups of game teams are opponent virtual characters.
It should be noted that, the marking method in the game may be applied to a local game or a cloud game, which is not particularly limited by the embodiment of the present application.
Fig. 1 is a flow chart of a marking method in a game according to an embodiment of the present application, as shown in fig. 1, the method may include:
s101, determining a target enemy virtual character from a plurality of game virtual characters.
Wherein the number of target enemy virtual characters may be at least one. The target enemy virtual character and the game-under-control virtual character belong to different game teams, which play a game battle in the game.
In the embodiment of the application, the terminal can automatically determine the target enemy virtual role from a plurality of game virtual roles, namely, the target enemy virtual role does not need to be manually participated; or, the terminal may also determine the target enemy virtual character in response to the input selection operation for the target enemy virtual character, that is, the manual participation is required. The embodiment of the present application is not particularly limited thereto.
S102, determining combat attribute information of the target enemy virtual character.
The terminal can automatically determine the combat attribute information of the target enemy virtual character, namely, the combat attribute information does not need the manual participation of a player; alternatively, the terminal may determine combat attribute information of the target enemy virtual character in response to an input operation of the player, i.e., requiring manual participation of the player. The embodiment of the present application is not particularly limited thereto.
And S103, sending a mark instruction to the client device of the teammate virtual character of the controlled game virtual character so as to display the fight attribute information of the target enemy virtual character on the display interface of the client device of the teammate virtual character.
Wherein the controlled game virtual character is controlled by the terminal device.
In some implementations, the terminal can send a marking indication to a client device of a teammate avatar of the controlled game avatar; the client device of the teammate virtual character of the controlled game virtual character may receive the mark indication and display combat attribute information of the target enemy virtual character on the display interface according to the mark indication.
The player of the teammate can intuitively acquire the fight attribute information of the target enemy virtual character on the display interface of the client device of the teammate virtual character, and the sharing of the fight attribute information of the target enemy virtual character among teammates is realized.
The client device of the teammate virtual character of the controlled game virtual character can display the fight attribute information of the target enemy virtual character in a preset mode at a preset position of the display interface.
In summary, the embodiment of the present invention provides a marking method in a game, and a graphical user interface is provided through a terminal device, where the graphical user interface is displayed with: a game scene including a plurality of game virtual characters; the method comprises the following steps: determining a target enemy avatar from a plurality of game avatars; determining combat attribute information of a target enemy virtual character; and sending a mark indication to client equipment of a teammate virtual character of the controlled game virtual character so as to display combat attribute information of a target enemy virtual character on a display interface of the client equipment of the teammate virtual character, wherein the controlled game virtual character is controlled by the terminal equipment. The terminal can determine the fight attribute information of the target enemy virtual character, and the client device of the teammate virtual character of the controlled game virtual character can display the fight attribute information of the target enemy virtual character, so that the visual sharing of the fight attribute information of the target enemy virtual character among teammates is realized, and the game experience of a player is improved.
Optionally, the determining the target enemy virtual character from the plurality of game virtual characters in S101 may include:
at least one enemy game virtual character within a field of view of the controlled virtual object is determined as a target enemy virtual character from a plurality of game virtual characters within the game scene.
The at least one enemy game virtual character in the visual field of the controlled virtual object may be at least one enemy game virtual character in a game scene displayed by the terminal device.
For example, all enemy game virtual characters within the visual field of the controlled virtual object may be set as target enemy virtual characters.
In addition, the controlled virtual object may be a game virtual object that is controlled by a player corresponding to the terminal device.
Optionally, determining at least one enemy game virtual character within a field of view of the controlled virtual object from among a plurality of game virtual characters within the game scene as a target enemy virtual character includes:
and determining the enemy game virtual character with the distance smaller than or equal to the first preset distance from the controlled game virtual character in the visual field range of the controlled virtual object from a plurality of game virtual characters in the game scene as a target enemy virtual character.
In some embodiments, the terminal may sequentially calculate or calculate simultaneously, a distance between each enemy game virtual character and the controlled game virtual character in a visual field of the controlled virtual object, to obtain a plurality of distances; then judging whether each distance is smaller than or equal to a first preset distance or not sequentially or simultaneously; if so, determining the enemy game virtual character corresponding to the distance as a target enemy virtual character.
In summary, according to the distance between the controlled game virtual character and the enemy game virtual character, the target enemy virtual character is determined from the enemy game virtual characters within the visual field of the controlled virtual object, so that the determined target enemy virtual character is more reasonable.
Optionally, the method may further include:
and determining a first preset distance according to the distances between the historic marked enemy virtual character and the controlled virtual object and the marking accuracy of the combat attribute.
Wherein, in the historical time period, the player can mark the fight attribute information of the enemy virtual character when the controlled virtual object and the enemy virtual object are separated by a certain distance; then, the terminal can judge whether the combat attribute information of the marked enemy virtual character is correct or not, and the marking accuracy at the distance is obtained, wherein the marking accuracy is used for representing whether the mark of the player is accurate or not.
Correspondingly, the terminal can count the marking information corresponding to the plurality of distances, determine the correct number of the marks corresponding to each distance, and take the distance with the largest correct number of the marks as the first preset distance.
In the embodiment of the application, when the target enemy virtual character is separated from the controlled game virtual character by the first preset distance, the combat attribute information of the target enemy virtual character can be directly displayed for a novice player. Or the terminal can judge whether the number of times that the novice player participates in the game combat is greater than or equal to the preset number of times; if yes, the combat attribute information of the target enemy virtual character is directly displayed to the novice player.
Of course, the combat attribute information of the target enemy virtual character may be directly displayed for all the players, and may be set according to actual requirements, which is not particularly limited in the embodiment of the present application.
In summary, the first preset distance is determined according to the distances between the enemy virtual character marked by the history and the controlled virtual object and the marking accuracy of the combat attribute, so that the determination of the first preset distance is more flexible and reasonable.
Optionally, the determining the target enemy virtual character from the plurality of game virtual characters in S101 may include: and determining the target enemy virtual character in response to the input selection operation for the target enemy virtual character in the plurality of game virtual characters.
The selection operation may be a click operation or a long press operation, where the click operation may be a single click operation or a double click operation, which is not limited in the embodiment of the present application. The player can input selection operation through a mouse and/or a keyboard, and can also directly perform touch operation.
In one possible implementation, the player may input a selection operation on the terminal to select at least one target enemy virtual character from a plurality of game virtual characters; the terminal may determine at least one target enemy virtual character in response to the selection operation.
After selecting at least one target enemy virtual character, the player can directly determine the fight attribute information of the target enemy virtual character by the terminal; combat attribute information for the target enemy avatar may also be entered manually or otherwise by the player. The embodiment of the present application is not particularly limited thereto.
Optionally, the determining the combat attribute information of the target enemy virtual character in S102 may include: and if the distance between the target enemy virtual character and the controlled game virtual character is smaller than or equal to the second preset distance, self-adaptively determining the fight attribute information of the target enemy virtual character.
The second preset distance may be the same as the first preset distance or different from the first preset distance, which is not particularly limited in the embodiment of the present application.
The terminal device may determine combat attribute information of the target enemy virtual character according to game account information of the target enemy virtual character; the combat attribute information of the target enemy virtual character can also be determined according to the appearance form of the target enemy virtual character; the combat attribute information of the target enemy virtual character can also be determined according to the skills released by the target enemy virtual character; the combat attribute information of the target enemy virtual character can be determined according to the position of the target enemy virtual character in the game scene and the input game operation, and the embodiment of the application is not particularly limited.
Illustratively, the combat attribute information of the target enemy avatar includes: professional information of the target enemy virtual character and attribute information of weapons held by the target enemy virtual character.
For example, the occupation information of the target enemy virtual character may be determined based on the appearance of the target enemy virtual character, and the attribute information of the weapon held by the target enemy virtual character may be determined based on the appearance of the weapon held by the target enemy virtual character. In addition, in some games, some skills can be released only by virtual characters of a specific occupation, mapping relations between a plurality of skills and a plurality of occupation information are preset, and the occupation information of the target enemy virtual character is determined according to the mapping relations and the skills released by the target enemy virtual character. Different weapons can be set in different areas of the game scene, the target area where the target enemy virtual character is located is determined, the weapons set in the target area are used as weapons held by the target enemy virtual character in response to weapon replacement operation input by the target enemy virtual character, and attribute information of the weapons is obtained.
Optionally, fig. 2 is a schematic flow chart of a marking method in a game according to an embodiment of the present application, as shown in fig. 2, a process for determining combat attribute information of a target enemy virtual character in S102 may include:
s201, displaying a preset combat attribute list, wherein the preset combat attribute list comprises a plurality of pieces of preset combat attribute information.
Fig. 3 is a schematic display diagram of a user graphical interface provided in an embodiment of the present application, where, as shown in fig. 3, a plurality of virtual game characters are displayed in the user graphical interface, and after one virtual game character is selected as a target enemy virtual character, a preset combat attribute list is displayed in a game scene.
In the embodiment of the application, the preset combat attribute list can be displayed in a popup window mode or in a preset area, and the embodiment of the application is not particularly limited. Wherein, a plurality of pieces of preset combat attribute information in the preset combat attribute list can be selected.
S202, determining the combat attribute information of the target enemy virtual character in response to the selection operation of the target combat attribute information in the plurality of preset combat attribute information.
The selection operation may be a click operation or a long-press operation, where the click operation may be a single click operation or a double click operation, which is not limited in the embodiment of the present application. The player can input selection operation through a mouse and/or a keyboard, and can also directly perform touch operation.
In some embodiments, the player may determine target combat attribute information corresponding to the target enemy virtual character from a plurality of preset combat attribute information based on his experience, and then input a selection operation to select the target combat attribute information, and the terminal may determine combat attribute information of the target enemy virtual character.
In summary, after the player selects the target enemy virtual character, the combat attribute information of the target enemy virtual character can be further input through the preset combat attribute list, so that the manner of inputting the combat attribute information of the target enemy virtual character by the player is more flexible, and the player can input the combat attribute information conveniently.
Optionally, the displaying a preset combat attribute list in S201 includes:
and if the distance between the target enemy virtual character and the controlled game virtual character is greater than the second preset distance, displaying a preset combat attribute list.
The second preset distance may be the same as the first preset distance or different from the first preset distance, which is not particularly limited in the embodiment of the present application.
In the embodiment of the application, if the distance between the target enemy virtual character and the controlled game virtual character is larger than the second preset distance, the distance between the target enemy virtual character and the controlled game virtual character is longer, and when the distance is longer, the terminal equipment responds to the input selection operation for the target enemy virtual character in the plurality of game virtual characters, and displays a preset combat attribute list.
In addition, the preset fight attribute list can be displayed under the condition that the distance between the target enemy virtual character and the controlled game virtual character is far, so that a user can selectively determine fight attribute information of the target enemy virtual character based on the displayed preset fight attribute list, and then the fight attribute information of the target enemy virtual character is selectively displayed on a display interface of client equipment of the teammate virtual character, the marking of the fight attribute information of the target enemy virtual character is more flexible, and a display page is simpler.
Optionally, determining the combat attribute information of the target enemy virtual character in S102 includes: character attribute information of the target enemy virtual character and/or weapon attribute information held by the target enemy virtual character is determined.
The character attribute information of the target enemy virtual character and/or weapon attribute information held by the target enemy virtual character includes: and determining character attribute information of the target enemy virtual character only, determining weapon attribute information held by the target enemy virtual character only, or determining three situations of the character attribute information of the target enemy virtual character and the weapon attribute information held by the target enemy virtual character.
For example, the character attribute information of the target enemy virtual character may be occupation information of the target enemy virtual character, and weapon attribute information held by the target enemy virtual character may include: gun, knife, sword, etc.
In the embodiment of the application, specific professions and weapons are selected through rollers in a preset combat attribute list; the roller display can also be selected more, and the player can input numbers to select, so that the player can mark. Occupation and weapon may also be entered manually, but also speech, for example, occupation may be: setting a monster; the weapon may be: and (3) a sword.
Optionally, the method further comprises: and displaying the fight attribute information of the target enemy virtual character in the game scene.
Wherein, the combat attribute information of the target enemy virtual character may include occupation information of the target enemy virtual character and usage martial arts information. Of course, other combat attribute information of the target enemy avatar may be included, which is not particularly limited by the embodiment of the present application.
Fig. 4 is a schematic display diagram of a user graphical interface provided in an embodiment of the present application, where, as shown in fig. 4, the user graphical interface has a plurality of virtual game characters, and a occupation and a weapon of a target enemy virtual character are displayed in a text manner near the target enemy virtual character.
Of course, the professional icon and the weapon icon may be displayed in an icon manner, and the combat attribute information of the target enemy avatar may be displayed at a preset position of the user graphical interface, which is not particularly limited in the embodiment of the present application.
In summary, the combat attribute information of the target enemy virtual character is displayed in the game scene, so that the current player can quickly acquire the combat attribute information of the target enemy virtual character.
Optionally, the determining the combat attribute information of the target enemy virtual character in S102 may include: and determining the fight attribute information of the target enemy virtual character according to the game account information of the target enemy virtual character.
In some embodiments, the terminal may use, as the combat attribute information of the target enemy virtual character, combat attribute information of the game virtual character currently used by the game account information according to the game account information of the target enemy virtual character.
In summary, the combat attribute information of the target enemy virtual character is determined according to the game account information of the target enemy virtual character. The method can automatically, quickly and accurately determine the combat attribute information of the target enemy virtual character by the terminal. The problem that the player cannot recognize and mark the player can be avoided, and the player does not need to mark manually, so that the game experience of the player is improved.
The terminal can directly and automatically judge the fight attribute information of the target enemy virtual character, so that players with unclear occupation and skills can be identified through the system, the players are effectively familiar with the game, and the fight strategy is formulated in advance.
Optionally, fig. 5 is a schematic flow chart of a marking method in a game according to an embodiment of the present invention, as shown in fig. 5, a process for determining combat attribute information of a target enemy virtual character in S102 may include:
s501, identifying the input voice information aiming at the target enemy virtual character to obtain an identification result.
In practical application, after determining the fight attribute information of the target enemy virtual character, when the fight attribute information of the target enemy virtual character needs to be shared with teammates, a player can click a voice input control in the user graphical interface to speak and input the voice information.
In some embodiments, the terminal may obtain the voice information, perform semantic analysis on the voice information, and convert the voice information into text information to obtain the recognition result.
S502, determining combat attribute information of the target enemy virtual character according to the identification result.
The terminal can determine the fight attribute information of the target enemy virtual character according to the text information in the identification result.
In summary, the input voice information aiming at the target enemy virtual character is identified, and an identification result is obtained; and determining the fight attribute information of the target enemy virtual character according to the identification result. The player can mark the target enemy virtual character only by inputting voice, and the player can intuitively know the target enemy virtual character by teammates while bringing convenience to the player.
Optionally, fig. 6 is a schematic flow chart of a marking method in a game according to an embodiment of the present invention, and as shown in fig. 6, the method may include:
s601, receiving a mark indication sent by the client device of the first virtual role.
Providing a graphical user interface through the terminal equipment corresponding to the second virtual role, wherein the graphical user interface is displayed with: a plurality of game avatars within a game scene. A first virtual character of the plurality of game virtual characters and a second virtual character controlled by the terminal device are teammate virtual characters each other.
It should be noted that the first virtual character may be the controlled game virtual character described in fig. 1 and fig. 2, and the client device of the first virtual character may perform the method steps described in fig. 1 and fig. 2. The second virtual character may be the teammate virtual character in S103, and the terminal device corresponding to the second virtual character may be the client device of the teammate virtual character in S103.
In some embodiments, the client device of the first avatar sends a marker indication to the terminal device of the second avatar, which may receive the marker indication.
S602, in response to input first operation aiming at the centers in the graphical user interface, combat attribute information of a target enemy virtual character in the plurality of game virtual characters is displayed in the graphical user interface according to the mark indication.
In some embodiments, in response to the input first operation for the center of gravity in the graphical user interface, combat attribute information of a target enemy virtual character in the plurality of game virtual characters is displayed in the graphical user interface according to the mark indication in a preset manner according to the distance between the second virtual character and the target enemy virtual character.
In other embodiments, in response to the input second operation for the center of the graphical user interface, the terminal device corresponding to the second virtual character may determine the target to be attacked, and control the second virtual character to attack the target to be attacked.
It should be noted that the first operation and the second operation are different operations, and the second operation may be a click operation, and the first operation may be a long press operation or a heavy press operation, for example.
In summary, according to the marking method in the game provided by the embodiment of the present invention, a graphical user interface is provided through a terminal device, and the graphical user interface is displayed with: a plurality of game avatars within the game scene; the device comprises: the receiving module is used for receiving a mark indication sent by the client equipment of the first virtual character, wherein the first virtual character and the second virtual character controlled by the terminal equipment are teammate virtual characters; and the display module is used for responding to the input first operation aiming at the centers in the graphical user interface and displaying the fight attribute information of the target enemy virtual character in the game virtual characters in the graphical user interface according to the mark indication. The client device corresponding to the first virtual character determines the fight attribute information of the target enemy virtual character, and the terminal device of the second virtual character (teammate virtual character) displays the fight attribute information of the target enemy virtual character, so that the visual sharing of the fight attribute information of the target enemy virtual character among teammates is realized, and the game experience of players is improved.
Optionally, the first operation is a long press operation, and the process of S502 may include: displaying combat attribute information of a target enemy virtual character among a plurality of game virtual characters in a text manner in a graphical user interface according to a mark indication in response to an input long press operation for a center in the graphical user interface
Wherein combat attribute information of the target enemy avatar may be displayed in a short text, for example, occupation: * X; weapon: * ***.
The pressing time period of the long press operation is greater than or equal to the first preset time period.
Optionally, the first operation is a long press operation, and the process of S502 may include: and if the distance between the second virtual character and the target enemy virtual character is greater than a third preset distance, responding to input long-press operation aiming at the center in the graphical user interface, and displaying combat attribute information of the target enemy virtual character in the plurality of game virtual characters in a video mode in the graphical user interface according to the mark indication.
The third preset distance may be the same distance as the first preset distance and the second preset distance, or may be a distance different from the first preset distance and the second preset distance, which is not particularly limited in the embodiment of the present application.
In addition, a video can be popped up for display according to the combat attribute information of the target enemy virtual character.
It should be noted that, if the pressing time of the long press operation is longer than or equal to the second preset time period, and the distance between the second virtual character and the target enemy virtual character is smaller than or equal to the fourth preset distance, since displaying the video or the text with a shorter distance may interrupt the game combat, the player needs to confirm whether to know the video or the text, where the second preset time period is longer than the first preset time period.
The following describes a marking device, a terminal device, a storage medium, etc. in a game for executing the marking method in the game provided by the present application, and specific implementation processes and technical effects thereof refer to relevant contents of the marking method in the game, which are not described in detail below.
Fig. 7 is a schematic structural diagram of a marking device in a game according to an embodiment of the present application, as shown in fig. 7, the device provides a graphical user interface through a terminal device, where the graphical user interface is displayed with: a plurality of game avatars within the game scene; the device comprises:
a determining module 601 configured to determine a target enemy virtual character from the plurality of game virtual characters; determining combat attribute information of the target enemy virtual character;
and a sending module 602, configured to send a mark indication to a client device of a teammate virtual character of a controlled game virtual character, so that combat attribute information of the target enemy virtual character is displayed on a display interface of the client device of the teammate virtual character, where the controlled game virtual character is controlled by the terminal device.
Optionally, the determining module 601 is further configured to determine, from the plurality of game virtual characters, that at least one enemy game virtual character within the visual field of the controlled virtual object is the target enemy virtual character.
Optionally, the determining module 601 is further configured to determine, from the plurality of game virtual characters, an enemy game virtual character whose distance from the controlled virtual object is less than or equal to a first preset distance within a visual field range of the controlled game virtual character, as the target enemy virtual character.
Optionally, the apparatus further includes:
and the first determining module is used for determining the first preset distance according to the distances between the historic marked enemy virtual character and the controlled virtual object and the marking accuracy of the combat attribute.
Optionally, the determining module 601 is further configured to determine the target enemy virtual character in response to an input selection operation for the target enemy virtual character in the plurality of game virtual characters.
Optionally, the determining module 601 is further configured to adaptively determine combat attribute information of the target enemy virtual character if a distance between the target enemy virtual character and the controlled game virtual character is less than or equal to a second preset distance.
Optionally, the determining module 601 is further configured to display a preset combat attribute list, where the preset combat attribute list includes a plurality of preset combat attribute information; and determining the combat attribute information of the target enemy virtual character in response to a selection operation of the target combat attribute information in the plurality of preset combat attribute information.
Optionally, the determining module 601 is further configured to display a preset combat attribute list if a distance between the target enemy virtual character and the controlled game virtual character is greater than a second preset distance.
Optionally, the determining module 601 is further configured to determine character attribute information of the target enemy virtual character and/or weapon attribute information held by the target enemy virtual character.
Optionally, the determining module 601 is further configured to determine combat attribute information of the target enemy virtual character according to game account information of the target enemy virtual character.
Optionally, the determining module 601 is further configured to identify the input voice information of the target enemy virtual character, so as to obtain an identification result; and determining the fight attribute information of the target enemy virtual character according to the identification result.
Optionally, the mark indication is further used for enabling the client device of the teammate virtual character of the target enemy virtual character to respond to the input selection operation for the target enemy virtual character, and the combat attribute information of the target enemy virtual character is displayed on the display interface in a preset mode according to the distance between the teammate virtual character and the target enemy virtual character.
Optionally, the apparatus further includes:
and the display module is used for displaying the fight attribute information of the target enemy virtual character in the game scene.
Fig. 8 is a schematic structural diagram of a marking device in a game according to an embodiment of the present invention, as shown in fig. 8, the device provides a graphical user interface through a terminal device, where the graphical user interface is displayed with: a plurality of game avatars within the game scene; the device comprises:
a receiving module 801, configured to receive a mark indication sent by a client device of a first virtual character, where the first virtual character and a second virtual character controlled by the terminal device are teammate virtual characters;
a display module 802, configured to display, in response to an input first operation for a center of gravity in the graphical user interface, combat attribute information of a target enemy virtual character in the plurality of game virtual characters in the graphical user interface according to the mark indication.
Optionally, the first operation is a long press operation, and the display module 802 is further configured to respond to an input long press operation for a center of gravity in the gui, and display, in a text manner, combat attribute information of a target enemy virtual character in the plurality of game virtual characters in the gui according to the mark indication.
Optionally, the first operation is a long press operation, and the display module 802 is further configured to respond to an input long press operation for a center of gravity in the graphical user interface if a distance between the second virtual character and the target enemy virtual character is greater than a third preset distance, and display, in a video manner, combat attribute information of the target enemy virtual character in the plurality of game virtual characters in the graphical user interface according to the mark indication.
The foregoing apparatus is used for executing the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, and are not described herein again.
The above modules may be one or more integrated circuits configured to implement the above methods, for example: one or more application specific integrated circuits (Application Specific Integrated Circuit, abbreviated as ASIC), or one or more microprocessors (digital singnal processor, abbreviated as DSP), or one or more field programmable gate arrays (Field Programmable Gate Array, abbreviated as FPGA), or the like. For another example, when a module above is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU) or other processor that may invoke the program code. For another example, the modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present invention, as shown in fig. 9, where the electronic device includes: processor 901, memory 902.
The memory 902 is used for storing a program, and the processor 901 calls the program stored in the memory 902 to execute the above method embodiment, for example:
if the electronic device is a terminal device corresponding to a virtual character (first virtual character) of the game under control, the method may include:
determining a target enemy avatar from the plurality of game avatars;
determining combat attribute information of the target enemy virtual character;
and sending a mark indication to client equipment of a teammate virtual character of the controlled game virtual character to display combat attribute information of the target enemy virtual character on a display interface of the client equipment of the teammate virtual character, wherein the controlled game virtual character is controlled by the terminal equipment.
Optionally, the determining a target enemy avatar from the plurality of game avatars includes:
at least one enemy game virtual character within a field of view of the controlled virtual object is determined to be the target enemy virtual character from the plurality of game virtual characters within a game scene.
Optionally, the determining, from the plurality of game virtual characters in the game scene, that at least one enemy game virtual character in the field of view of the controlled virtual object is the target enemy virtual character includes:
and determining an enemy game virtual character with the distance smaller than or equal to a first preset distance from the controlled virtual object in the visual field range of the controlled game virtual character from the plurality of game virtual characters in the game scene as the target enemy virtual character.
Optionally, the method further comprises:
and determining the first preset distance according to the distances between the historic marked enemy virtual character and the controlled virtual object and the marking accuracy of the combat attribute.
Optionally, the determining a target enemy avatar from the plurality of game avatars includes:
and determining the target enemy virtual character in response to an input selection operation for the target enemy virtual character in the plurality of game virtual characters.
Optionally, the determining the combat attribute information of the target enemy virtual character includes:
and if the distance between the target enemy virtual character and the controlled game virtual character is smaller than or equal to a second preset distance, self-adaptively determining the fight attribute information of the target enemy virtual character.
Optionally, the determining the combat attribute information of the target enemy virtual character includes:
displaying a preset combat attribute list, wherein the preset combat attribute list comprises a plurality of pieces of preset combat attribute information;
and determining the combat attribute information of the target enemy virtual character in response to a selection operation of the target combat attribute information in the plurality of preset combat attribute information.
Optionally, the displaying the preset combat attribute list includes:
and if the distance between the target enemy virtual character and the virtual character of the controlled game is larger than a second preset distance, displaying a preset combat attribute list.
Optionally, the determining the combat attribute information of the target enemy virtual character includes:
and determining character attribute information of the target enemy virtual character and/or weapon attribute information held by the target enemy virtual character.
Optionally, the determining the combat attribute information of the target enemy virtual character includes:
and determining the fight attribute information of the target enemy virtual character according to the game account information of the target enemy virtual character.
Optionally, the determining the combat attribute information of the target enemy virtual character includes:
Identifying the input voice information aiming at the target enemy virtual character to obtain an identification result;
and determining the fight attribute information of the target enemy virtual character according to the identification result.
Optionally, the method further comprises:
and displaying the fight attribute information of the target enemy virtual character in the game scene.
In addition, if the electronic device is a terminal device corresponding to a teammate virtual character (second virtual character) of the virtual character of the game under control, the method may include:
receiving a mark indication sent by a client device of a first virtual character, wherein the first virtual character and a second virtual character controlled by the terminal device are teammate virtual characters;
and responding to the input first operation aiming at the center of the graphic user interface, and displaying fight attribute information of a target enemy virtual character in the game virtual characters in the graphic user interface according to the mark indication.
Optionally, the first operation is a long press operation, the responding to the input first operation aiming at the center of the graphic user interface indicates to display the fight attribute information of the target enemy virtual character in the plurality of game virtual characters in the graphic user interface according to the mark, and the method includes:
And responding to input long press operation aiming at the center in the graphical user interface, and displaying fight attribute information of a target enemy virtual character in the plurality of game virtual characters in a text mode in the graphical user interface according to the mark indication.
Optionally, the first operation is a long press operation, the responding to the input first operation aiming at the center of the graphic user interface indicates to display the fight attribute information of the target enemy virtual character in the plurality of game virtual characters in the graphic user interface according to the mark, and the method includes:
and if the distance between the second virtual character and the target enemy virtual character is larger than a third preset distance, responding to input long-press operation aiming at a center in the graphical user interface, and displaying fight attribute information of the target enemy virtual character in the plurality of game virtual characters in a video mode in the graphical user interface according to the mark indication.
In summary, the terminal can determine the combat attribute information of the target enemy virtual character, and the client device of the teammate virtual character of the controlled game virtual character can display the combat attribute information of the target enemy virtual character, so that the visual sharing of the combat attribute information of the target enemy virtual character among teammates is realized, and the game experience of the player is improved.
The specific implementation manner and the technical effect are similar, and are not repeated here.
Optionally, the present invention also provides a program product, such as a computer readable storage medium, comprising a program for performing the above-described method embodiments, when being executed by a processor, such as:
determining a target enemy avatar from the plurality of game avatars;
determining combat attribute information of the target enemy virtual character;
and sending a mark indication to client equipment of a teammate virtual character of the controlled game virtual character to display combat attribute information of the target enemy virtual character on a display interface of the client equipment of the teammate virtual character, wherein the controlled game virtual character is controlled by the terminal equipment.
Optionally, the determining a target enemy avatar from the plurality of game avatars includes:
at least one enemy game virtual character within a field of view of the controlled virtual object is determined to be the target enemy virtual character from the plurality of game virtual characters within a game scene.
Optionally, the determining, from the plurality of game virtual characters in the game scene, that at least one enemy game virtual character in the field of view of the controlled virtual object is the target enemy virtual character includes:
And determining an enemy game virtual character with the distance smaller than or equal to a first preset distance from the controlled virtual object in the visual field range of the controlled game virtual character from the plurality of game virtual characters in the game scene as the target enemy virtual character.
Optionally, the method further comprises:
and determining the first preset distance according to the distances between the historic marked enemy virtual character and the controlled virtual object and the marking accuracy of the combat attribute.
Optionally, the determining a target enemy avatar from the plurality of game avatars includes:
and determining the target enemy virtual character in response to an input selection operation for the target enemy virtual character in the plurality of game virtual characters.
Optionally, the determining the combat attribute information of the target enemy virtual character includes:
and if the distance between the target enemy virtual character and the controlled game virtual character is smaller than or equal to a second preset distance, self-adaptively determining the fight attribute information of the target enemy virtual character.
Optionally, the determining the combat attribute information of the target enemy virtual character includes:
Displaying a preset combat attribute list, wherein the preset combat attribute list comprises a plurality of pieces of preset combat attribute information;
and determining the combat attribute information of the target enemy virtual character in response to a selection operation of the target combat attribute information in the plurality of preset combat attribute information.
Optionally, the displaying the preset combat attribute list includes:
and if the distance between the target enemy virtual character and the virtual character of the controlled game is larger than a second preset distance, displaying a preset combat attribute list.
Optionally, the determining the combat attribute information of the target enemy virtual character includes:
and determining character attribute information of the target enemy virtual character and/or weapon attribute information held by the target enemy virtual character.
Optionally, the determining the combat attribute information of the target enemy virtual character includes:
and determining the fight attribute information of the target enemy virtual character according to the game account information of the target enemy virtual character.
Optionally, the determining the combat attribute information of the target enemy virtual character includes:
identifying the input voice information aiming at the target enemy virtual character to obtain an identification result;
And determining the fight attribute information of the target enemy virtual character according to the identification result.
Optionally, the method further comprises:
and displaying the fight attribute information of the target enemy virtual character in the game scene.
Optionally, the method may further include:
receiving a mark indication sent by a client device of a first virtual character, wherein the first virtual character and a second virtual character controlled by the terminal device are teammate virtual characters;
and responding to the input first operation aiming at the center of the graphic user interface, and displaying fight attribute information of a target enemy virtual character in the game virtual characters in the graphic user interface according to the mark indication.
Optionally, the first operation is a long press operation, the responding to the input first operation aiming at the center of the graphic user interface indicates to display the fight attribute information of the target enemy virtual character in the plurality of game virtual characters in the graphic user interface according to the mark, and the method includes:
and responding to input long press operation aiming at the center in the graphical user interface, and displaying fight attribute information of a target enemy virtual character in the plurality of game virtual characters in a text mode in the graphical user interface according to the mark indication.
Optionally, the first operation is a long press operation, the responding to the input first operation aiming at the center of the graphic user interface indicates to display the fight attribute information of the target enemy virtual character in the plurality of game virtual characters in the graphic user interface according to the mark, and the method includes:
and if the distance between the second virtual character and the target enemy virtual character is larger than a third preset distance, responding to input long-press operation aiming at a center in the graphical user interface, and displaying fight attribute information of the target enemy virtual character in the plurality of game virtual characters in a video mode in the graphical user interface according to the mark indication.
In summary, the terminal can determine the combat attribute information of the target enemy virtual character, and the client device of the teammate virtual character of the controlled game virtual character can display the combat attribute information of the target enemy virtual character, so that the visual sharing of the combat attribute information of the target enemy virtual character among teammates is realized, and the game experience of the player is improved.
In the several embodiments provided by the present invention, it should be understood that the disclosed apparatus and method may be implemented in other manners. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of the units is merely a logical function division, and there may be additional divisions when actually implemented, e.g., multiple units or components may be combined or integrated into another system, or some features may be omitted or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present invention may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in hardware plus software functional units.
The integrated units implemented in the form of software functional units described above may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium, and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (english: processor) to perform some of the steps of the methods according to the embodiments of the invention. And the aforementioned storage medium includes: u disk, mobile hard disk, read-Only Memory (ROM), random access Memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.
The above is only a preferred embodiment of the present invention, and is not intended to limit the present invention, but various modifications and variations can be made to the present invention by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

Claims (18)

1. A method of marking in a game, characterized in that a graphical user interface is provided by a terminal device, said graphical user interface having displayed therein: a plurality of game avatars within the game scene; the method comprises the following steps:
determining a target enemy avatar from the plurality of game avatars;
determining combat attribute information of the target enemy virtual character;
and sending a mark indication to client equipment of a teammate virtual character of the controlled game virtual character to display combat attribute information of the target enemy virtual character on a display interface of the client equipment of the teammate virtual character, wherein the controlled game virtual character is controlled by the terminal equipment.
2. The method of claim 1, wherein the determining a target enemy avatar from the plurality of game avatars comprises:
At least one enemy game virtual character within a field of view of the controlled virtual object is determined to be the target enemy virtual character from the plurality of game virtual characters within a game scene.
3. The method of claim 2, wherein the determining from the plurality of game virtual characters within a game scene that at least one enemy game virtual character within a field of view of the controlled virtual object is the target enemy virtual character comprises:
and determining an enemy game virtual character with the distance smaller than or equal to a first preset distance from the controlled virtual object in the visual field range of the controlled game virtual character from the plurality of game virtual characters in the game scene as the target enemy virtual character.
4. A method according to claim 3, characterized in that the method further comprises:
and determining the first preset distance according to the distances between the historic marked enemy virtual character and the controlled virtual object and the marking accuracy of the combat attribute.
5. The method of claim 1, wherein the determining a target enemy avatar from the plurality of game avatars comprises:
And determining the target enemy virtual character in response to an input selection operation for the target enemy virtual character in the plurality of game virtual characters.
6. The method of claim 5, wherein the determining combat attribute information for the target enemy avatar comprises:
and if the distance between the target enemy virtual character and the controlled game virtual character is smaller than or equal to a second preset distance, self-adaptively determining the fight attribute information of the target enemy virtual character.
7. The method of claim 5, wherein the determining combat attribute information for the target enemy avatar comprises:
displaying a preset combat attribute list, wherein the preset combat attribute list comprises a plurality of pieces of preset combat attribute information;
and determining the combat attribute information of the target enemy virtual character in response to a selection operation of the target combat attribute information in the plurality of preset combat attribute information.
8. The method of claim 7, wherein the presenting the list of preset combat attributes comprises:
and if the distance between the target enemy virtual character and the virtual character of the controlled game is larger than a second preset distance, displaying a preset combat attribute list.
9. The method of claim 1, wherein the determining combat attribute information for the target enemy avatar comprises:
and determining character attribute information of the target enemy virtual character and/or weapon attribute information held by the target enemy virtual character.
10. The method of claim 1, wherein the determining combat attribute information for the target enemy avatar comprises:
and determining the fight attribute information of the target enemy virtual character according to the game account information of the target enemy virtual character.
11. The method of claim 1, wherein the determining combat attribute information for the target enemy avatar comprises:
identifying the input voice information aiming at the target enemy virtual character to obtain an identification result;
and determining the fight attribute information of the target enemy virtual character according to the identification result.
12. A method of marking in a game, characterized in that a graphical user interface is provided by a terminal device, said graphical user interface having displayed therein: a plurality of game avatars within the game scene; the method comprises the following steps:
Receiving a mark indication sent by a client device of a first virtual character, wherein the first virtual character and a second virtual character controlled by the terminal device are teammate virtual characters;
and responding to the input first operation aiming at the center of the graphic user interface, and displaying fight attribute information of a target enemy virtual character in the game virtual characters in the graphic user interface according to the mark indication.
13. The method of claim 12, wherein the first operation is a long press operation, wherein the responding to the input first operation for the center of gravity in the graphical user interface, according to the mark indication, displaying in the graphical user interface combat attribute information of a target enemy avatar in the plurality of game avatars, comprises:
and responding to input long press operation aiming at the center in the graphical user interface, and displaying fight attribute information of a target enemy virtual character in the plurality of game virtual characters in a text mode in the graphical user interface according to the mark indication.
14. The method of claim 12, wherein the first operation is a long press operation, the indicating to display in the graphical user interface combat attribute information for a target enemy avatar of the plurality of game avatars in accordance with the indicia, comprising:
And if the distance between the second virtual character and the target enemy virtual character is larger than a third preset distance, responding to input long-press operation aiming at a center in the graphical user interface, and displaying fight attribute information of the target enemy virtual character in the plurality of game virtual characters in a video mode in the graphical user interface according to the mark indication.
15. A marking device in a game, characterized in that a graphical user interface is provided by a terminal device, said graphical user interface having displayed therein: a plurality of game avatars within the game scene; the device comprises:
a determining module for determining a target enemy virtual character from the plurality of game virtual characters; determining combat attribute information of the target enemy virtual character;
and the sending module is used for sending a mark indication to the client device of the teammate virtual role of the controlled game virtual role so as to display the fight attribute information of the target enemy virtual role on the display interface of the client device of the teammate virtual role, wherein the controlled game virtual role is controlled by the terminal device.
16. A marking device in a game, characterized in that a graphical user interface is provided by a terminal device, said graphical user interface having displayed therein: a plurality of game avatars within the game scene; the device comprises:
The receiving module is used for receiving a mark indication sent by the client device of a first virtual character, wherein the first virtual character and a second virtual character controlled by the terminal device are teammate virtual characters;
and the display module is used for responding to the input first operation aiming at the center of the graphic user interface, and displaying the fight attribute information of the target enemy virtual character in the plurality of game virtual characters in the graphic user interface according to the mark indication.
17. An electronic device, comprising: a memory and a processor, the memory storing a computer program executable by the processor, the processor implementing the method of marking in a game of any one of the preceding claims 1-14 when the computer program is executed.
18. A computer readable storage medium, characterized in that the storage medium has stored thereon a computer program which, when read and executed, implements the marking method in a game according to any of the preceding claims 1-14.
CN202210471329.0A 2022-04-28 2022-04-28 Marking method and device in game, electronic equipment and storage medium Pending CN116999846A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202210471329.0A CN116999846A (en) 2022-04-28 2022-04-28 Marking method and device in game, electronic equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202210471329.0A CN116999846A (en) 2022-04-28 2022-04-28 Marking method and device in game, electronic equipment and storage medium

Publications (1)

Publication Number Publication Date
CN116999846A true CN116999846A (en) 2023-11-07

Family

ID=88565984

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202210471329.0A Pending CN116999846A (en) 2022-04-28 2022-04-28 Marking method and device in game, electronic equipment and storage medium

Country Status (1)

Country Link
CN (1) CN116999846A (en)

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