WO2024021847A1 - 虚拟对象的标记方法、装置、终端及存储介质 - Google Patents

虚拟对象的标记方法、装置、终端及存储介质 Download PDF

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Publication number
WO2024021847A1
WO2024021847A1 PCT/CN2023/097348 CN2023097348W WO2024021847A1 WO 2024021847 A1 WO2024021847 A1 WO 2024021847A1 CN 2023097348 W CN2023097348 W CN 2023097348W WO 2024021847 A1 WO2024021847 A1 WO 2024021847A1
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WIPO (PCT)
Prior art keywords
marking
mode
virtual
mark
target
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PCT/CN2023/097348
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English (en)
French (fr)
Inventor
鲍慧翡
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腾讯科技(深圳)有限公司
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Publication of WO2024021847A1 publication Critical patent/WO2024021847A1/zh

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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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/218Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player
    • 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
    • A63F13/5372Controlling 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 for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • 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
    • A63F2300/1068Features 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 being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features 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 being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen

Definitions

  • Embodiments of the present application relate to the field of human-computer interaction, and in particular to a method, device, terminal and storage medium for marking virtual objects.
  • multi-player team games are the core gameplay. Players need to cooperate through real-time communication.
  • the main ways for players to send interactive information are text input, clicking on mark interactive controls, clicking on virtual environment mini-maps, and dragging to send marks, etc.
  • the interactive operation process is complex, the interaction efficiency is low, and the mark control needs to occupy A certain screen position causes a waste of space.
  • Embodiments of the present application provide a virtual object marking method, device, terminal and storage medium, which can simplify the user's operation process of marking virtual objects and improve marking efficiency.
  • the technical solutions are as follows:
  • embodiments of the present application provide a method for marking virtual objects.
  • the method is executed by a terminal.
  • the method includes:
  • the marking mode prompt is used to indicate the marking mode currently used to mark the virtual object, and the different strengths of the touch operation correspond to different marking modes;
  • the marking mode is a target marking mode
  • the virtual object is marked using the target marking mode.
  • a virtual object marking device which includes:
  • a receiving module used to receive touch operations on virtual objects
  • a display module configured to display a marking mode prompt, the marking mode prompt is used to indicate the marking mode currently used to mark the virtual object, and the different strengths of the touch operation correspond to different marking modes;
  • a marking module configured to mark the virtual object using the target marking mode in response to an end signal for the touch operation when the marking mode is a target marking mode.
  • inventions of the present application provide a terminal.
  • the terminal includes a processor and a memory.
  • At least one program is stored in the memory.
  • the at least one instruction is loaded and executed by the processor to implement the above.
  • embodiments of the present application provide a computer-readable storage medium in which at least one program is stored, and the at least one instruction is loaded and executed by a processor to implement the above aspects. Marking methods of virtual objects.
  • inventions of the present application provide a computer program product.
  • the computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device performs the marking method of the virtual object described in the above aspect.
  • the terminal when the terminal receives a touch operation on a virtual object, it displays the corresponding marking mode prompt by detecting the pressing force of the touch operation and based on the pressing force of the touch operation and the mapping relationship between the pressing force and the marking mode.
  • the terminal uses the target marking mode to mark the virtual object to complete the marking; using the solution provided by the embodiment of the present application, when single-clicking the virtual object During the first touch operation, by controlling the pressing force of the touch operation, virtual objects can be marked in different ways, which simplifies the process of marking virtual objects and improves the efficiency of marking virtual objects.
  • the application interface with low content complexity can reduce the probability of accidentally touching controls and avoid the waste of processing resources caused by accidentally touching controls. .
  • Figure 1 shows a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application
  • Figure 2 shows a flow chart of a virtual object marking method provided by an exemplary embodiment of the present application
  • Figure 3 shows a mapping relationship diagram between pressing force and marking mode provided by an exemplary embodiment of the present application
  • Figure 4 shows a flow chart of a complex marking method provided by an exemplary embodiment of the present application
  • Figure 5 shows a schematic diagram of a control menu provided by an exemplary embodiment of the present application
  • Figure 6 shows an operational schematic diagram of a complex marking method provided by an exemplary embodiment of the present application
  • Figure 7 shows a flow chart of a local marking method provided by an exemplary embodiment of the present application.
  • Figure 8 shows an operational schematic diagram of a local marking method provided by an exemplary embodiment of the present application
  • Figure 9 shows a schematic diagram of object control position priority provided by an exemplary embodiment of the present application.
  • Figure 10 shows a flow chart of a method for customizing marking purposes provided by an exemplary embodiment of the present application
  • Figure 11 shows an operational schematic diagram of a method for customizing marking purposes provided by an exemplary embodiment of the present application
  • Figure 12 shows a schematic diagram of switching mark mode conditions provided by an exemplary embodiment of the present application
  • Figure 13 shows a schematic diagram of a dynamic marking mode provided by an exemplary embodiment of the present application.
  • Figure 14 shows an operational schematic diagram of a dynamic marking method provided by an exemplary embodiment of the present application
  • Figure 15 shows a structural block diagram of a virtual object marking device provided by an exemplary embodiment of the present application.
  • Figure 16 shows a structural block diagram of a terminal provided by an exemplary embodiment of the present application.
  • Virtual environment It is the virtual environment displayed (or provided) when the application is running on the terminal.
  • the virtual environment can be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictitious environment.
  • the virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application.
  • Virtual object refers to an interactive object in the virtual environment.
  • the virtual object may be a virtual character, such as a virtual character, a virtual animal, an animation character, etc.
  • the virtual character is a three-dimensional model created based on animation skeleton technology.
  • Virtual objects can also be virtual props, virtual locations, etc. displayed in the virtual environment, such as plants, oil barrels, walls, stones, etc. displayed in the three-dimensional virtual environment.
  • Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.
  • the virtual character can be a user character controlled through operations on the client, or it can be an artificial intelligence (Artificial Intelligence, AI) character set in the virtual scene battle through training, or it can be set in the virtual scene.
  • AI Artificial Intelligence
  • NPC Non-Player Character
  • the virtual character may be a virtual character competing in a virtual scene.
  • the number of virtual characters participating in the interaction in the virtual scene can be set in advance, or can be dynamically determined based on the number of clients participating in the interaction.
  • Virtual game refers to a game game in which at least two virtual objects compete in a virtual environment.
  • the virtual game is a single game in which at least two virtual characters compete.
  • the virtual game can be a virtual game in a single-player matching mode (that is, the virtual characters in the virtual game are all single-player battles), a virtual game in a two-player matching mode (that is, the virtual characters in the virtual game It can be a two-person team battle or a single-player battle) or a multi-player matching mode (that is, a virtual match can be teamed up by up to four or five virtual characters to fight), among which , when the matching mode is a two-person matching mode or a four-person matching mode, the first virtual character can compete with the second virtual character who has a friend relationship.
  • the matching mode is a two-player matching mode or a multi-player matching mode
  • virtual characters who are teammates can communicate with each other by sending text messages, or can also realize information interaction by sending virtual tags.
  • Marker Refers to the information mark set by the player on the target virtual character, target virtual prop or target position in the virtual game.
  • the mark is used for human-computer interaction during the virtual game and real-time interaction between users to achieve Tactical information exchange.
  • the mark can be used in a virtual match in a single-player matching mode, or in a virtual match in a multi-player mode such as a two-player matching mode or a four-player matching mode.
  • the mark can be a mark made by the player on the target virtual object, or it can be a strategic message sent by the player to all teammates or some teammates, such as "assembly", "attack”, etc.
  • the above strategic information can be targeted at the virtual environment. A certain location, a certain virtual character or a virtual prop.
  • FIG. 1 shows a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application.
  • the implementation environment includes: terminal 110, server 120 and communication network 130.
  • the terminal 110 installs and runs applications that support virtual environments.
  • the application can be any one of a virtual reality application, an SLG (Simulation Game, strategy game), a three-dimensional map program, an FPS (First-person Shooting) game, or a MOBA game.
  • the user uses the terminal 110 to control virtual objects located in the virtual environment to perform operations, which operations include but are not limited to: at least one of obtaining benefits, upgrading, fighting, switching equipment, and building, and the user uses the terminal to perform operations in the application program.
  • the virtual object is a virtual character, such as a simulation character object or an animation character object, or the virtual object is a virtual prop.
  • the terminal 110 may generally refer to one of multiple terminals. This embodiment only takes the terminal 110 as an example.
  • the device type of the terminal 110 includes: at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer and a desktop computer.
  • the following embodiments take the terminal including a smart phone as an example.
  • the terminal 110 can detect the pressing force of the touch operation, thereby implementing object marking in different ways based on different pressing force.
  • the terminal 110 is equipped with a vibration motor, which can provide different degrees of vibration feedback for touch operations with different pressing pressures.
  • the terminal 110 is connected to the server 120 through a communication network 130 such as a wireless network or a wired network.
  • a communication network 130 such as a wireless network or a wired network.
  • the server 120 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center.
  • the server 120 includes a processor 121 and a memory 122 for providing background services for applications that support a three-dimensional virtual environment.
  • the server 120 undertakes the main calculation work and the terminal 110 undertakes the secondary calculation work; or the server 120 undertakes the secondary calculation work and the terminal 110 undertakes the main calculation work; or the server 120 and the terminal 110 adopt distributed computing. Computing architecture for collaborative computing.
  • the number of the above terminals may be more or less. For example, there may be only one terminal, or there may be dozens, hundreds, or more terminals. The embodiments of this application do not limit the number of terminals and device types.
  • users can communicate with teammates by sending text messages in the chat area during the game.
  • the user's invocation of the keyboard will occupy part of the screen and block the virtual environment interface, and the operation of inputting text will interrupt the user's game operation.
  • the applicable scenarios are limited; some game interfaces display mark controls, and users can click the mark control to send preset mark information to teammates.
  • the mark can only be displayed at the location of the user's virtual object, and cannot send information with location attributes.
  • Virtual markers some other games allow users to send preset marker information by clicking on the mini-map of the virtual environment. That is, the user can click on the target location in the thumbnail display area that displays the overall virtual environment and the location of each virtual object to send messages to teammates.
  • Mark information of the target location but in this method, the user cannot choose the content of the marked information, and the content provided by the algorithm may not match the player's intention. Moreover, when the user's device screen is limited, the thumbnail display area is small, and the accuracy of the user's selected location Limited; in related technologies, users can also select marking targets by dragging the field of view and send marking information through sliding operations, but this method requires the user to determine the marking position by adjusting the center position of the field of view, which often requires multiple operations and is not very accurate.
  • users can participate in virtual games through competitive programs.
  • the competitive program may be a game application, such as a MOBA game application, a shooting game application, or a survival game application.
  • This application implements The examples do not limit this.
  • the user can mark the virtual object by directly touching the virtual object, and by touching the virtual object with different pressing force, the user can perform a variety of different marking operations.
  • the marking operation in this solution is simple and intuitive, which not only reduces the difficulty of the marking operation, but also improves the accuracy of the marking operation.
  • FIG 2 shows a flow chart of a virtual object marking method provided by an exemplary embodiment of the present application.
  • the virtual object marking method provided by the embodiment of the present application will be described in conjunction with Figure 2 and the above application scenarios. This embodiment This method is explained by applying it to the terminal.
  • the method includes:
  • Step 201 Receive a touch operation on the virtual object.
  • the terminal when in the marking state, receives a touch operation on the virtual object and treats the operation as a marking operation.
  • the terminal enters the marking state by receiving a touch operation on the marking state.
  • Touch operation in which the mark status control is a control displayed in the virtual scene interface and is used to control the opening and closing of the mark state.
  • the terminal is set with a marking pressure threshold.
  • the terminal determines that it is in the non-marking state.
  • the terminal determines that it is in the non-marking state. is in the mark state, and determines the touch operation as a mark operation, eliminating the need for the user to trigger the mark state control.
  • the terminal receives a touch operation performed by the user at a virtual object display position, and detects the pressing force of the touch operation.
  • the terminal can set a pressure sensor under the touch panel, and sense the change of self-inductance capacitance through the capacitance module in the pressure sensor, and then judge the position and intensity of the pressing.
  • Force Touch pressure-sensitive touch
  • 3D Press pressure-sensitive touch
  • the terminal can also sense the pressure intensity by setting tiny electrodes around the touch panel. .
  • the terminal can detect the contact area of the user's finger and the touch panel when performing a touch operation, and determine the pressing force of the touch operation based on the mapping relationship between the contact area and the pressing force, where the pressing force is positive to the contact area. relationship.
  • the above method for the terminal to detect the pressing force of the touch operation is for illustration only, and is not limited in the embodiments of the present application.
  • the virtual objects can be virtual characters in the virtual game, virtual props in the virtual environment (such as virtual vehicles, virtual supplies, virtual tools, etc.), virtual locations in the virtual environment, virtual buildings, etc.
  • virtual objects can be virtual characters in the virtual game, virtual props in the virtual environment (such as virtual vehicles, virtual supplies, virtual tools, etc.), virtual locations in the virtual environment, virtual buildings, etc.
  • Step 202 Display a marking mode prompt.
  • the marking mode prompt is used to indicate the marking mode currently used to mark the virtual object, and different strengths of the touch operation correspond to different marking modes.
  • the terminal Based on touch operations with different pressing forces, the terminal enters different marking modes. In different marking modes, the terminal marks virtual objects in different ways. That is, the user can control the pressing force of the touch operation to mark virtual objects in different ways. mark. In order to reduce user misoperation and improve marking accuracy.
  • the terminal displays a marking mode prompt to prompt the user to the marking mode corresponding to the current pressing force.
  • the terminal displays different marking mode prompts under different pressing pressures.
  • different marking mode prompts may differ in at least one aspect of prompting mode and prompt salience.
  • marking mode prompts can use the same prompting method, but have different prompting salience, or different marking mode prompts can use different prompting methods, and have different prompting salience, or different marking mode prompts can use different prompting methods, but have different prompting salience. Same cue salience.
  • the prompt method includes at least one of a text prompt, an animation prompt, and a special effect prompt.
  • the prompt salience is related to at least one of the prompt display position, whether the prompt is highlighted, the prompt display size, and the prompt duration.
  • the terminal stores the corresponding relationship between the pressing force interval, prompt mode and prompt salience, and the terminal determines the target prompt from the corresponding relationship based on the pressing force interval to which the pressing force of the touch operation belongs. method and target prompt salience, and then display the mark mode prompt based on the target prompt method and target prompt salience.
  • the terminal may also store the corresponding relationship between different marking modes and marking mode prompts. After determining the marking mode based on the pressing force, the terminal further determines the corresponding relationship with the marking mode based on the corresponding relationship. The corresponding marking mode prompts and displays it.
  • the terminal sets a multi-level pressing force interval for touch operations. For example, the terminal determines that when the pressing force is in the range of 0N to 1N, it is in the first-level pressing force interval, and when it is in the range of 1N to 3N, it is in the second-level pressing force range.
  • the intensity range is in the three-level pressing intensity range when it is within the range of 3N and above. Based on the pressing intensity range of the pressing intensity of the touch operation, the touch operation triggers the terminal to enter the corresponding marking mode.
  • different marking methods differ in at least one aspect in terms of operational complexity, marking communication objects, and communication situations of marking purposes.
  • the operation complexity is related to at least one of the operation duration, the operation trajectory complexity, and the operation method (such as click, long press, long press and slide, etc.).
  • the target to whom the mark is communicated includes at least one of the self, some friendly characters, all friendly characters, some enemy characters, and all enemy characters.
  • the communication status of the tag purpose includes whether the communication of the tag purpose to the tag communication object is supported, and when the communication of the tag purpose to the tag communication object is supported, the complexity of the communicated tag purpose may be further included.
  • the marking purpose may include positioning, aggregation, attack, etc., which is not limited in this embodiment.
  • the marking mode can be divided into simple marking mode and complex marking mode.
  • the terminal can be in the first-level pressing force range with smaller pressing force, the second-level pressing force range, and the second-level pressing force range.
  • a mapping relationship is established between the pressing intensity range and the simple marking pattern, and a mapping relationship is established between the three-level pressing intensity range with larger pressing intensity and the complex marking pattern.
  • users can mark in different ways through touch operations.
  • the marking methods can be divided into simple marking and complex marking, or depending on the synchronization objects of the marking, marking Methods can be divided into local tags, local tags and global tags.
  • the simple marking mode can be further divided into a multi-level marking mode
  • the complex marking mode can also be further divided into a multi-level marking mode, where different levels of marking modes correspond to different pressing intensity intervals.
  • the simple marking mode includes a first marking mode and a second marking mode
  • the complex marking mode includes a third marking mode and a fourth marking mode
  • the simple marking mode includes a first marking mode and a second marking mode
  • the complex marking mode includes a first marking mode and a second marking mode.
  • the marking mode includes a third marking mode, or the simple marking mode includes a first marking mode
  • the complex marking mode includes a second marking mode and a third marking mode.
  • Step 203 If the marking mode is the target marking mode, in response to the end signal for the touch operation, use the target marking mode to mark the virtual object.
  • the target marking mode is the marking mode at the end of the touch operation.
  • the terminal marks virtual objects in different ways.
  • the terminal in response to the end signal for the touch operation, the terminal determines the target marking method corresponding to the current marking mode, and then marks the virtual object through the target marking method.
  • the terminal when the terminal receives a touch operation on a virtual object, it displays the pressing force based on the pressing force of the touch operation and the mapping relationship between the pressing force and the marking mode.
  • the corresponding marking mode prompt is used to remind the user of the marking mode currently in, and then when the touch operation is completed in the target marking mode, the terminal uses the target marking mode to mark the virtual object to complete the marking; using the solution provided by the embodiment of the present application, in During a single touch operation on a virtual object, by controlling the pressing force of the touch operation, the virtual object can be marked in different ways, which simplifies the process of marking virtual objects and improves the efficiency of marking virtual objects.
  • the terminal In the marking state, in response to the touch operation, the terminal enters the marking mode. Based on the pressing force of the touch operation, the terminal determines the marking mode it is currently in, and the pressing force that triggers entering the simple marking mode is smaller than the pressing force that triggers entering the complex marking mode. intensity.
  • the touch operation can trigger the terminal to enter different marking modes, thereby realizing marking in different ways.
  • the marking complexity among multiple marking modes is different, and the marking complexity is reflected in the marking when the terminal is in the marking mode. mode, the complexity of the markup method performed by the terminal, and whether the markup is able to convey the markup purpose (or the complexity of the markup purpose that can be conveyed).
  • the terminal when in the simple marking mode, can perform simple marking on the virtual object such as selection in response to the end signal for the touch operation, and when in the complex marking mode, the terminal can display multiple candidate marking purposes indicating different marking purposes. Select the control, and perform complex tagging of the virtual object including tagging purposes in response to an end signal for the touch operation.
  • the terminal can establish a mapping relationship between the pressing intensity interval and the marking mode based on the positive correlation between pressing intensity and complexity, so as to adapt to the user's operating habits.
  • the user can trigger the terminal to enter simple marking mode through a touch operation with one level of pressing force.
  • the terminal determines the pressing force of the touch operation.
  • the way in which the terminal determines the pressing force of the touch operation is the same as that described in step 202, and will not be described again in this embodiment. .
  • the terminal determines the current marking mode based on the mapping relationship between the pressing force and the marking mode. In order to comply with the user's operating habits, the user can control the terminal to enter the simple marking mode by performing a touch operation with a small pressing force. When the user performs a touch operation with a large pressing force, the terminal enters the complex marking mode in response to the operation. , where simple marking mode and complex marking mode indicate different marking methods, and one marking mode can correspond to multiple marking methods.
  • the touch operation when the pressing force of the touch operation is in the first-level pressing force interval 301, the touch operation triggers the terminal to enter the first marking mode 311.
  • the touch operation triggers the terminal to enter the second marking mode 312, in which the first marking mode 311 and the second marking mode 312 are both simple marking modes.
  • the touch operation triggers the terminal to enter the third marking mode 313, and the third marking mode is the complex marking mode.
  • Simple markup mode refers to a markup mode that does not support conveying the purpose of markup.
  • the pressing force of the touch operation is positively correlated with the complexity of the marking mode, where the simple marking mode includes a first marking mode and a second marking mode.
  • the terminal determines the marking mode according to the pressing force of the touch operation, and different marking modes correspond to different marking methods.
  • the user cannot directly determine the current marking mode based on the performed touch operation. This is a reminder.
  • the user can implement simple marking through the current touch operation, and the terminal displays a simple marking mode prompt.
  • the marking mode is a simple marking mode
  • the marking effect is previewed based on the marking mode corresponding to the current marking mode.
  • the terminal when the pressing force in response to the touch operation is in the first-level pressing force interval 301, the terminal enters the first marking mode 311 and displays an "arrow icon" at the position of the virtual object to prompt the user that it is currently in the first marking mode. ;
  • the terminal When the pressing force in response to the touch operation is in the secondary pressing force interval 302, the terminal enters the second marking mode 312, and displays a "prompt banner" in the virtual scene to remind the user that it is currently in the second marking mode.
  • the above marking mode prompting method is for illustration only and is not limited in this application.
  • the simple markup mode is a markup mode that does not support conveying markup purposes
  • the simple markup mode prompts do not contain markup purpose content.
  • the markup purpose reflects the user's interaction purpose.
  • the markup purpose can be "Assembly", “Attack” and so on.
  • the terminal marks the virtual object in the corresponding simple marking mode.
  • the marking methods corresponding to the simple marking mode include local marking mode and global marking mode.
  • the marking of virtual objects is applied locally, and in the global marking mode, the marking of virtual objects is synchronized to the same array. Other virtual characters of the camp.
  • the local marking method means that the server only sends the virtual mark to the corresponding terminal of the user who performs the touch operation
  • the global marking method means that the server sends the mark of the virtual object to the terminals corresponding to all the virtual characters in its own camp, realizing Synchronize this mark with all virtual objects in your own camp.
  • the terminal selects the virtual object in response to the stop signal of the touch operation, that is, the terminal marks the virtual object in a local marking mode. Based on the current being in the second marking mode, the terminal selects the virtual object. mode, the terminal performs conventional marking on the virtual object without the purpose of marking. In response to the stop signal of the touch operation, the terminal displays a marking success prompt and displays a marking icon at the display position of the virtual object.
  • the terminal Virtual objects can be marked locally, or the mark can be synchronized to all virtual objects in one's own camp for global marking.
  • the terminal prompts the user to complete the corresponding mark through vibration feedback.
  • the terminal performs vibration feedback based on the feedback method corresponding to the target marking mode, where the vibration degree of the vibration feedback is positively correlated with the pressing force that triggers the entry into the target marking mode.
  • the terminal divides the pressing force into three levels, and sets three different vibration feedback modes correspondingly. As shown in Figure 3, in response to completing the marking in the first marking mode 311, the terminal does not vibrate, and in response to completing the marking in the second marking mode 312 After placing the completion mark, the terminal will give feedback to the user with a short vibration.
  • the terminal can inform the user of the current marking mode by displaying a complex marking mode prompt.
  • the complex marking mode prompt contains multiple candidate marking purpose selection controls, and the user can select the corresponding control to perform a marking operation on the virtual object that includes the marking purpose.
  • the current marking mode belongs to the complex marking mode
  • Figure 4 shows a flow chart of a complex marking method provided by an exemplary embodiment. This embodiment uses the method applied to the terminal shown in Figure 1 as an example to illustrate. The method may include the following steps:
  • Step 401 If the marking pattern belongs to a complex marking pattern, determine the object type of the virtual object.
  • the object type includes at least one of a virtual character, a virtual prop, and a virtual location.
  • the terminal displays a control menu, and multiple candidate marking purpose selection controls are displayed in the control menu, so that the user can select the target marking purpose selection control among the above controls, thereby realizing the target marking.
  • Purpose that is, in complex marking mode, the user can select the marking purpose.
  • the terminal needs to determine the object type of the virtual object corresponding to the touch operation.
  • the terminal determines the object type of the virtual object, and the object type is at least one of a virtual character, a virtual prop, and a virtual location.
  • the terminal can determine that the virtual object is a virtual character 501, and the virtual character can be a virtual character controlled by other users.
  • the "teammates” or “enemies” of the virtual characters controlled by the user can also be AI virtual characters controlled by the terminal, such as "ordinary wild monsters” and “epic wild monsters”; when the virtual object is a virtual character that can be controlled by the user, If the character provides a virtual object with virtual gains, and the virtual object cannot perform confrontational behavior, such as a "treasure box", etc., the terminal can determine that the virtual object belongs to the virtual prop 502; when the virtual object is only inactive in the virtual scene and cannot provide virtual gains When the virtual object is a virtual object, such as "grass", "building”, etc., the terminal can determine that the virtual object belongs to the virtual place 503.
  • the terminal when determining the object type, after determining that the virtual object belongs to a virtual character, virtual prop, etc., the terminal can further divide it according to the camp to which it belongs. For example, taking the MOBA game as an example, for users of the same camp controlled virtual character, the terminal can determine that the virtual object belongs to its own virtual character, and for the other camp user's If a virtual object is controlled by the terminal, the terminal can determine that the virtual object belongs to the enemy's virtual character. Similarly, for virtual objects controlled by the terminal such as "wild monsters" displayed in the range of one's own map, the terminal can determine that the virtual object belongs to one's own virtual character.
  • Step 402 Determine candidate marking purposes of the virtual object based on the object type, where different object types correspond to different candidate marking purposes.
  • the user For virtual objects belonging to different object types, the user has different marking purposes when marking.
  • the terminal determines the corresponding candidate marking purpose based on the object type of the virtual object.
  • the terminal can establish a mapping relationship between the object type and the marking purpose.
  • the terminal determines the marking corresponding to the current object type through the mapping relationship.
  • the purpose is candidate tagging purposes.
  • the terminal can establish a mapping relationship between the object type "virtual character” and the marking purposes of attack 5011, protection 5012, etc.; for the object type "virtual props", the terminal can mark it with attention 5021, protection 5022, etc.
  • the purpose is to establish a mapping relationship; for the object type "virtual location”, the terminal can establish a mapping relationship with tags such as collection 5031.
  • the terminal can display Cancel Control 5000 so that the user can end the current markup.
  • the terminal determines that the object type to which the virtual character belongs is "your own virtual character", and then the terminal determines the object type and marking purpose based on the object type.
  • the corresponding relationship determines that the purpose of candidate marking includes protection and collection; when marking a virtual character of the enemy camp, the terminal determines that the object type of the virtual character is "enemy virtual character", and then the terminal determines that the purpose of candidate marking includes attack and attention.
  • the correspondence between the virtual object type and the purpose of the candidate mark can be customized by the user.
  • the candidate mark purpose can be provided by the server, and then the user can set the candidate mark purpose corresponding to the object type.
  • the candidate mark purpose can be any combination of materials provided by the server.
  • Step 403 Display the candidate mark destination selection control corresponding to the candidate mark destination.
  • the terminal displays a control menu so that the user can select the mark selection control corresponding to the mark method he wishes to implement in the control menu.
  • the terminal determines the marking purpose that the user may want based on the touch operation, that is, the candidate marking purpose, and then determines the candidate marking purpose selection control that corresponds to the candidate marking purpose one-to-one, and displays the candidate marking purpose selection control in the control menu. It should be noted that while displaying the candidate mark purpose selection menu, a cancel control should also be displayed in the control menu to facilitate the user to exit the complex mark mode.
  • the terminal determines materials for candidate marking purpose selection controls, where there may be one or more candidate marking purpose selection controls.
  • the terminal determines that the virtual object belongs to the "enemy virtual character" ", and then based on the mapping relationship between the object type and the purpose of the candidate mark, the terminal determines that the purpose of the candidate mark is attack and attention, and further determines the attack control and the attention control as the candidate mark purpose selection control.
  • the terminal will also describe the candidate mark purpose selection control. It forms a control menu with the cancel control and displays the control menu at the location of the virtual object.
  • Step 404 In response to the end signal for the touch operation, determine the target mark purpose selection control located at the end position of the touch operation, and the target mark purpose selection control belongs to the candidate mark purpose selection control.
  • the terminal displays a control menu containing a candidate marking purpose selection control at the position of the virtual object corresponding to the touch operation.
  • the user can implement the corresponding marking method by selecting the candidate marking purpose selection control in the control menu.
  • the method for the user to select the marking purpose control can be While maintaining the pressing force of the touch operation, move the touch operation position until the display position of a certain candidate mark destination selection control.
  • the terminal determines the candidate The mark destination selection control is the target mark destination selection control.
  • the terminal displays a "touch menu" at the virtual object display position.
  • the "Touch Menu” contains multiple candidate mark destination selection controls. The user can move the touch position to a certain point in the control menu while maintaining the current pressing force, that is, keeping the pressing force at the third level of pressing force.
  • the display of the candidate mark destination selection control display position ends the touch operation at the current position.
  • the terminal determines the candidate mark destination selection control displayed at the touch operation end position, and determines the control as the target mark destination selection control.
  • the user hopes to notify teammates to help attack the "character” by marking the enemy "character”.
  • the virtual character 601 controlled by the user in the enemy camp is displayed.
  • a touch operation is performed at the position, and the pressing force of the touch operation reaches the third level of pressing force.
  • the terminal enters the complex marking mode, determines the virtual object 601 as the "enemy virtual character", and determines the candidate marking purpose selection control, and then the terminal displays a In the control menu of attack control 611, attention control 612 and cancel control 613, the user can move the touch position to the display position of attack control 611 while maintaining the pressing force, and end the touch operation at the above position, and then, in response to the The touch operation ends signal, and the terminal determines that the attack control is the target mark destination selection control of the current touch operation.
  • the user when in complex marking mode, can switch the target marking virtual object by changing the touch operation position, and the user can change the touch operation while maintaining the pressing force.
  • the position moves from the first virtual object display position to the second virtual object display position.
  • the terminal displays a change control at the second virtual object position so that the user can switch the target mark virtual object from the first virtual object to the second virtual object.
  • the virtual character is a movable virtual object.
  • the terminal When the user performs a touch operation on the virtual character, the terminal is triggered to enter the complex marking mode in response to the touch operation, and the terminal displays the position of the virtual object.
  • the control menu if the position of the virtual character moves, the display position of the control menu remains unchanged, and based on the user's subsequent selection of the candidate marking purpose selection control, the terminal can still complete the current marking of the virtual object.
  • Step 405 Determine the target mark purpose corresponding to the target mark purpose selection control.
  • users can communicate the purpose of marking by performing touch operations, thereby realizing information interaction in the game.
  • the terminal can determine the corresponding target marking purpose based on the target marking purpose selection control, that is, determine the information that the user wants to convey through the marking. For example, the terminal selects the control as a protection control based on the target marking purpose. It can be determined that the purpose of the target mark is to convey the information of "protecting" the virtual object to teammates.
  • Step 406 Mark the virtual object using the global marking method, and display the marking prompt information including the purpose of the target marking.
  • the marking of the virtual object in the global marking mode is synchronized to other virtual characters in the same camp.
  • the global marking method means that based on the touch operation performed by the user, the terminal synchronizes the marking operation to all virtual objects in its own camp, and displays the marking prompt information of the target mark.
  • the terminal synchronizes the marking method corresponding to the target marking purpose to all virtual characters in the same camp, and then the terminal displays the target mark at the position of the virtual object based on the target marking method.
  • the terminal selects the control based on the target marking purpose and determines that the purpose of the target marking is "protection.” ”, and then the terminal sends the target marking purpose to the 5 terminals of all users in its own camp. After receiving the target marking purpose sent by the terminal, the terminal performs protection marking on the virtual object and displays a marking prompt message containing the word "protect” , and then when other users see the protection mark and prompt information displayed in the terminal, they can know that timely support should be provided to protect their own "Character A" and quickly realize information interaction between teammates.
  • Step 407 Perform vibration feedback based on the feedback method corresponding to the target mark mode, where the vibration degree of the vibration feedback is positively correlated with the pressing force that triggers the target mark mode.
  • the terminal in response to completing the marking in the third marking mode, vibrates violently towards the user. Users provide feedback.
  • the end user can call out the control menu through a touch operation with a pressing force reaching three levels, and then perform an optional marking operation on the virtual object.
  • the control selected by the candidate marking purpose It forms a control menu with the cancel control.
  • the user can select the target marking target selection control by changing the touch operation position. That is, the user can mark the virtual object with only one consecutive touch operation, which simplifies the process of marking operation and improves efficiency. Marking efficiency.
  • the above touch operation is directly performed at the display position of the virtual object, without adding additional controls, saving the terminal display area.
  • the terminal When the user completes complex marking, the terminal will feedback to the user the completion of the complex marking operation through strong vibration, reducing the user's misoperation rate.
  • the terminal in response to the end signal for the touch operation, the terminal synchronizes the marking of the virtual object to other virtual characters in its own camp.
  • users only want some virtual characters to respond to the mark.
  • the mark is synchronized to all virtual characters, other users often need to judge whether they should respond to the mark based on their own experience. The judgment results and the user's There are deviations between subjective purposes, which affects interaction efficiency.
  • FIG. 7 shows a flow chart of a local marking method provided by an exemplary embodiment. This embodiment uses the method applied to the terminal shown in Figure 1 as an example to illustrate. The method may include the following steps:
  • Step 701 In response to the touch operation position being located at the target mark destination selection control and the duration reaching the duration threshold, the candidate role selection control is displayed.
  • the target mark purpose selection control belongs to the candidate mark purpose selection control and the candidate role selection control is used to select for marking. Synchronized candidate avatars.
  • the terminal When in complex marking mode, the terminal displays a control menu at the position of the virtual object.
  • the user can move the touch position to the display position of the target marking selection control, and end the touch operation at the above position to realize the corresponding target marking selection control.
  • the terminal will display the candidate character selection control so that the user can select the virtual character for mark synchronization. The user does not need to learn other operating gestures. You can enter the selected local marking mode by controlling the touch operation time.
  • the user performs a touch operation at the virtual object 801 display position, and the pressing force of the touch operation reaches the third level of pressing force.
  • the terminal displays the candidate mark purpose selected at the virtual object display position based on the object type.
  • the user moves the touch operation position to the display position of the target mark selection control such as "Attack Control” 803, and on the premise of keeping the pressing force at the third level of pressing force, the user moves the touch operation position to the display position of the target mark selection control.
  • the touch operation is performed to reach the duration threshold, and in response to the touch operation meeting the above conditions, the terminal displays a candidate role selection control such as the "Friend A control" 804.
  • the candidate character selection control is used by the user to select candidate virtual characters for mark synchronization.
  • the candidate virtual characters belong to the user's own camp and are controlled by the user.
  • the number of candidate character selection controls is consistent with the number of currently alive virtual characters. That is, in different games, the number of candidate character selection controls may be the same or different; at different game moments in the same game, the number of candidate character selection controls may be the same or different.
  • the terminal determines the control position of the candidate character selection control corresponding to the candidate virtual character, so that at the control position Displays the candidate role selection control.
  • the correlation degree includes at least one of role attribute correlation degree and distance correlation degree, and the position priority of the control position is positively correlated with the correlation degree.
  • the position priority of the control position can be determined based on the straight-line distance between the control display position and the target mark purpose selection control display position, and there is a negative correlation between the position priority and the straight-line distance, or it can be a representation of the control display
  • the position matches the user's gesture habits. For example, if the user performs a touch operation on the left side of the terminal display area, the left side of the target mark selection control has a higher position priority than the right side.
  • the correlation between the candidate virtual character and the virtual object may include the role attribute correlation.
  • the character attribute of the virtual object is an output character with high physical damage
  • the battle ,Tool Auxiliary virtual characters with gain skills have a higher role correlation with virtual objects, or when the object type of the virtual object belongs to a virtual prop, then in the game, the virtual character that moves faster will It has a higher degree of role relevance.
  • the correlation between the candidate virtual character and the virtual object may include distance correlation, that is, when the distance between the candidate virtual character and the virtual object is relatively close, the distance between the candidate virtual character and the virtual object is relatively high. Correlation.
  • the terminal when the terminal combines the distance correlation degree to determine the correlation between the candidate virtual character and the virtual object, and then determines the control position of the candidate character selection control, the terminal can display the distance information together with the candidate character selection control display position, so that The user determines the preferred virtual character.
  • the time length threshold is 1 second
  • the terminal determines the control position priority of the candidate character selection control based on distance correlation.
  • the user performs a touch operation at the display position of "treasure box” 901.
  • the pressing force of the touch operation reaches the third level of pressing force
  • the terminal is in the complex mark mode
  • the virtual object "treasure box” is a virtual prop
  • the terminal displays a control menu including the attention control 902 and the cancel control 903 at the position of the virtual object.
  • the terminal determines that the candidate character selection control 904 corresponding to "Teammate 1A" has The highest position priority, that is, the control is displayed at the position with the shortest straight line distance from the target mark destination selection control 902. Similarly, when “Teammate 2" controlled by the user of your own camp is only slightly farther from the virtual object than "Teammate 1", the terminal It is determined that the candidate character selection control 905 corresponding to "Teammate 2" has the second position priority, and so on.
  • the terminal can determine the control position priority based on the distance correlation and the role attribute correlation at the same time, where the distance correlation and the role attribute correlation can correspond to the same priority impact factor, or can also correspond to different priority impact factors. , the embodiment of the present application does not limit this.
  • Step 702 In response to the end signal for the touch operation, determine the target character selection control located at the end position of the touch operation.
  • This step is the same as step 402.
  • the user can select the candidate character selection control by moving the touch operation position to the target character selection control display position and ending the touch operation at this position.
  • the terminal in response to the end signal of the touch operation, the terminal detects the coordinate point of the end position of the touch operation, and determines the candidate character selection control displayed at the coordinate point, and then determines that the candidate character selection control is Target role selection control.
  • Step 703 Determine the target virtual character corresponding to the target character selection control and the target mark purpose corresponding to the target mark purpose selection control.
  • the terminal determines the target character selection control, and then the terminal determines the virtual character corresponding to the target character selection control based on the mapping relationship between the candidate character selection control and the virtual character, where the target virtual character is a virtual character controlled by a user of its own camp.
  • the terminal determines that the candidate mark purpose selection control is the target mark purpose selection control based on the touch operation position when the duration of a certain candidate mark purpose selection control reaches the duration threshold, and then the terminal determines the target based on the mapping relationship between the mark purpose selection control and the mark purpose. Marking purpose.
  • the terminal can display a candidate character selection control containing a virtual character identity, where the virtual character identity refers to an iconic pattern that can reflect the virtual character corresponding to the candidate role selection control, for example, it can be a virtual character portrait,
  • the name, code name, etc. can also be the nickname of the user who controls the virtual character. This application does not limit this.
  • the user performs a touch operation on the virtual character controlled by the user of the enemy camp.
  • the terminal display includes "attack control” 803 , "Collect Controls” 805, "Cancel Controls” 802 control menu, when the user wants to synchronize the mark information of attacking the virtual character to the virtual character "Friend A" controlled by the user of his own camp, the user can first move the touch position to
  • the target mark purpose selection control is the display position of the "attack control" 803.
  • the terminal determines that the target mark purpose is "attack", and the terminal display includes The candidate role selection control of "Friend A Control” 804, and then the user can move the touch position to "Friend A Control” 804.
  • the terminal determines the target for mark synchronization The virtual character is "Friend A”.
  • Step 704 Mark the virtual object using partial marking and display marking prompt information containing the purpose of target marking. Among them, the marking of the virtual object in the local marking mode is synchronized to the target virtual character.
  • the terminal can perform partial marking.
  • partial marking the terminal only synchronizes markings to some virtual characters in the same camp's virtual characters.
  • the terminal synchronizes markings containing marking purposes to Target virtual character, and display a marking prompt message containing the purpose of the target marking on the corresponding terminal.
  • the terminal determines that "Character A” is the target virtual character, and the target mark purpose selection control is the "Attack” control.
  • the terminal synchronizes the "Character A" with the "Character A” Attack” mark, and the "Attack” prompt is displayed accordingly.
  • the user can synchronize the tag containing the tag purpose to the specified virtual character by selecting the target virtual object, so that the virtual character can perform the operation conveyed by the tag purpose, and at the same time, other virtual characters are not affected by the tag operation. It improves the accuracy of interaction, reduces the possibility of miscommunication of marked information, and improves the efficiency of information interaction.
  • Step 1001 Display the custom control for marking purposes.
  • the terminal provides materials through the server to determine the candidate mark purpose selection controls. Therefore, the available candidate mark purpose selection controls are limited and cannot meet the user's interaction needs in complex virtual games.
  • the user There may be commonly used convenient communication terms. The above convenient communication terms have a higher probability of appearing in the game and are more in line with the user's own communication habits. In order to improve the efficiency of information interaction, users can customize the marking purpose through the marking purpose custom control.
  • the terminal When in complex marking mode, the terminal displays a control menu containing a candidate marking purpose selection control. In one possible implementation, as shown in Figure 11, the terminal displays a marking purpose custom control 1101 in the control menu. .
  • Step 1002 When the touch operation position is located at the custom control for marking purposes, voice collection is performed through the microphone to obtain the marking purpose voice.
  • the terminal displays the mark purpose custom control in the control menu.
  • the user can customize the mark purpose through the mark purpose custom control.
  • the user moves the touch position to the mark purpose custom control display position, and responds to the terminal detecting the touch.
  • the position coordinate point is located at the display position of the custom control of the marking purpose.
  • the terminal turns on the recording mode and collects the user's voice through the microphone. That is, the user can convey the marking purpose through voice. While improving the flexibility of marking content, the user does not need to perform complex gesture operations. , reducing the impact of the marking process on the user's control or combat operations.
  • the terminal In response to the terminal detecting that the touch operation coordinate point is at the display position of the custom control 1101 for marking purpose, the terminal turns on the recording mode, obtains the user's voice "It takes 3 people to open the treasure box" through the microphone, and stores the voice data to get Mark the target speech.
  • Step 1003 In the case of complex marking mode, in response to the end signal for the touch operation, obtain the end position of the touch operation.
  • the terminal In complex marking mode, the terminal displays a control menu, which contains multiple candidate marking destination selection controls as well as cancel controls and marking destination custom controls. The user moves the touch position to the display position of the target selection control and ends the touch at that position. Operations implement the selection of execution functions. Furthermore, in a possible implementation, the terminal detects the end position of the touch operation in response to the end signal of the touch operation, so as to determine the target selection control, where the target selection control is the control displayed at the end position of the touch operation. .
  • Step 1004 When the end position of the touch operation is located in the custom control of the marking destination, mark the virtual object, And send the marking purpose voice to other virtual characters in the same camp.
  • the terminal can mark virtual objects in a global or local manner.
  • the mark purpose voice can be synchronized to all virtual characters in the same camp, or to some virtual characters.
  • the terminal can use the solution provided in the above embodiment to display the candidate role selection control for the user to select. This embodiment will not be described in detail here.
  • the terminal determines the end position of the touch operation.
  • the terminal determines the marking method corresponding to the custom control for marking purpose and plays the voice for the marking purpose.
  • the terminal synchronizes the mark to other virtual characters in his own camp.
  • the terminal in response to the end position of the touch operation being located in the custom control of the marked purpose, transmits the stored voice data of the marked purpose to the user terminal of its own camp through the server, and the user terminal plays it.
  • the user when in complex marking mode, through the marking purpose custom control, the user can flexibly set the marking purpose through a single touch operation and synchronize the corresponding mark with the virtual character of his own camp, and the user does not need to master new
  • the touch operation mode is simple and convenient to operate. It also enriches the purpose of marking and improves the efficiency of information interaction and the accuracy of marking.
  • this solution determines the marking mode based on the pressing force of the touch operation, and then determines the marking method. Since it is difficult for the user to judge the relationship between the pressing force of the touch operation and the marking mode, during the game, Users can switch the marking mode by adjusting the touch strength, and the terminal feedbacks the current marking mode to the user through vibration feedback and visual feedback to reduce misoperations.
  • the terminal switches to the marking mode.
  • the user can switch the marking mode by adjusting the pressing force of the touch operation.
  • the mode switching condition at least includes a pressure threshold.
  • the terminal switches the marking mode in response to the touch operation. Since the pressing force is difficult to control in actual operation, in order to avoid erroneous switching, a protection zone for the pressing force is set for the difference between each pressure level.
  • the setting method for setting the pressing force protection interval may be to set a first threshold and a second threshold respectively, where the pressure area between the first threshold and the second threshold is the pressing force protection interval.
  • the terminal uses the first threshold as the mode switching condition.
  • the terminal uses the second threshold as the mode switching condition.
  • the marking mode is switched from the second marking mode to the first marking mode; when it is currently in the third marking mode, as the pressing force decreases, when the pressing force reaches the fourth switching threshold 1222, for example, 2.5N, the pressing force change satisfies the pattern. Switching condition, the marking mode is switched from the third marking mode to the second marking mode.
  • the terminal can prompt the user to complete the switching of the marking mode through vibration feedback to reduce the possibility of mistaken switching.
  • the terminal can perform vibration feedback based on the feedback method corresponding to the post-switched marking mode, where the vibration degree of the vibration feedback is positively correlated with the pressing force that triggers the post-switched marking mode.
  • the terminal supports users to switch the marking mode during the same pressing operation, and the user only needs to adjust the pressing force to switch the marking mode, which is simple to operate.
  • the terminal sets two different pressure thresholds corresponding to different switching directions. , set the pressing force protection zone, reduce the impact of the user's control of the pressing force on the probability of misoperation, reduce the probability of misoperation, and the terminal further provides feedback through vibration.
  • the terminal can display a dynamic marking control, the user can perform a triggering operation on the dynamic marking control, and in response to the triggering operation, the terminal displays multiple candidate marking object controls, Furthermore, the user can perform the pressing operation in the above embodiment on the candidate marking object control to achieve accurate marking of the virtual object in the moving state. This will be described below with reference to the exemplary embodiment.
  • the terminal The candidate marking object control can be displayed, where there is a mapping relationship between the candidate marking object control and the virtual object in motion.
  • the user can perform marking by performing a touch operation on the target marking object control in the candidate marking object control, thereby reducing the possibility of marking failure. possibility.
  • a dynamic marking control 1301 is displayed in the terminal.
  • the dynamic marking control is used to turn on the dynamic marking mode.
  • the terminal detects each virtual object.
  • the position and motion characteristics are used to determine the virtual object currently in motion, and based on the mapping relationship between the virtual object and the object control, the terminal displays the object control 1302 corresponding to the virtual object in motion, that is, the candidate mark object control.
  • the virtual objects corresponding to the candidate mark object controls may only include moving virtual objects within the user's current field of view, or may be moving virtual objects in the global scope.
  • the user can mark the corresponding virtual object by performing a touch operation on the candidate mark object control, and the terminal receives the touch operation on the candidate mark object control.
  • the terminal performs a touch operation on the candidate mark object control.
  • the pressing force determines the marking mode.
  • the terminal when the terminal is in the dynamic marking mode, the terminal detects the touch operation position, and based on the touch operation position as the display position of the candidate mark object control, the terminal receives the touch operation and detects the press of the touch operation. Strength, and then enter the corresponding marking mode based on the pressing force.
  • the terminal when in the simple marking mode, in response to the touch operation position being located at the target marking object control, the terminal can display a marking preview 1304 at the position of the target marking object control 1302 corresponding to the virtual object 1303, for example, in a MOBA game For example, the user performs a first-level touch operation on the target mark object control of "Character A".
  • an arrow icon is displayed at the position of the virtual object "Character A" in the terminal to implement mark preview; in a complex
  • the terminal in response to the touch operation position being located at the target marking object control 1401, the terminal may display the candidate marking purpose selection control 1402 at the target marking object control position so that the user can select the target marking purpose selection control.
  • the user when the user wants to mark a virtual object in motion, the user can trigger the dynamic marking control, call out the candidate marking object control menu, and perform a touch operation on the candidate marking object control, thereby realizing the corresponding virtual object control.
  • Mark objects in the embodiment of the present application, by displaying dynamic marking controls on the terminal, the terminal converts the process of marking moving virtual objects into the process of marking stationary candidate marking object controls, which reduces the difficulty of marking and improves the efficiency of marking. Marking accuracy.
  • Figure 15 shows a structural block diagram of a virtual object marking device provided by an exemplary embodiment of the present application.
  • the device includes:
  • the receiving module 1501 is used to receive touch operations on virtual objects
  • the display module 1502 is used to display a mark mode prompt, the mark mode prompt is used to indicate that the mark currently used to mark the The marking mode of the virtual object, and the different strengths of the touch operation correspond to different marking modes;
  • the marking module 1503 is configured to mark the virtual object using the target marking mode in response to an end signal for the touch operation when the marking mode is a target marking mode.
  • the display module 1502 is used for:
  • the simple mark mode refers to a mark mode that does not support conveying the purpose of mark
  • the markup mode belongs to a complex markup mode
  • a complex markup mode prompt is displayed
  • the complex markup mode refers to a markup mode that supports conveying the purpose of markup.
  • the display module 1502 is also used to:
  • the marking pattern belongs to the complex marking pattern, determine the object type of the virtual object, and the object type includes at least one of a virtual character, a virtual prop, and a virtual location;
  • the marking module 1503 is used to:
  • the virtual object is marked using a global marking method, and marking prompt information containing the purpose of the target marking is displayed, wherein the marking of the virtual object in the global marking method is synchronized to other virtual characters in the same camp.
  • the display module 1502 is also used to:
  • a candidate role selection control is displayed, the target mark purpose selection control belongs to the candidate mark purpose selection control, and the candidate role selection control is used to Select candidate virtual characters for tag synchronization;
  • the marking module 1503 is also used to:
  • the virtual object is marked using a partial marking mode, and marking prompt information containing the purpose of the target marking is displayed, wherein the marking of the virtual object in the partial marking mode is synchronized to the target virtual character.
  • the display module 1502 is also used to:
  • the correlation includes the character attribute correlation and the distance correlation. At least one, and the position priority of the control position is positively correlated with the correlation degree;
  • the candidate character selection control is displayed at the control position.
  • the display module 1502 is used for:
  • the marking module 1503 is used for:
  • the target marking mode is the complex marking mode
  • the marking module 1503 is used to:
  • the current marking mode is a simple marking mode
  • the marking mode corresponding to the simple marking mode includes a local marking mode and a global marking mode.
  • the marking of the virtual object is applied locally, and in the global marking mode, the marking of the virtual object is synchronized. to other avatars of the same camp.
  • the receiving module 1501 is used for:
  • the pressing force that triggers entry into the simple marking mode is less than the pressing force that triggers entry into the complex marking mode.
  • the marking module 1503 is used for:
  • Vibration feedback is performed based on the feedback method corresponding to the switched marking mode, wherein the vibration degree of the vibration feedback is positively correlated with the pressing force that triggers entry into the switched marking mode.
  • the display module 1502 is used for:
  • display candidate marker object controls In response to a triggering operation on the dynamic marker control, display candidate marker object controls, wherein different candidate marker object controls correspond to different virtual objects in a moving state;
  • the receiving module 1501 is used for:
  • the marking module 1503 is also used to:
  • Vibration feedback is performed based on the feedback mode corresponding to the target mark mode, wherein the vibration degree of the vibration feedback is positively correlated with the pressing force that triggers entry into the target mark mode.
  • the terminal receives the touch operation through the receiving module, and then determines the pressing force of the touch operation. Based on the pressing force of the touch operation, the display module determines the current marking mode and displays the marking mode prompt. Such as simple marking mode prompts and complex marking mode prompts to remind the user of the current marking mode.
  • the display mode determines the candidate marking purpose based on the object type of the virtual object, and displays the corresponding candidate marking purpose selection control, and responds
  • the marking module determines the target marking destination selection control and marks the virtual object with the corresponding target marking destination.
  • the marking module can mark the virtual object through global marking, local marking and local marking, and Vibration is used to feedback the marking completion to the user; through the embodiment of the present application, the user can mark the virtual object by performing a single touch operation on the virtual object, and based on the different pressing force of the touch operation, through one operation method, the user Carrying out a variety of different markings not only reduces the difficulty of operation and reduces the impact of marking operations on control, but also improves the efficiency of information interaction between users.
  • the terminal 1600 may be a portable mobile terminal, such as a smart phone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer III (MP3) player, or a Moving Picture Experts Group Audio Layer III (MP3) player. Experts Group Audio Layer IV, MP4) player.
  • Terminal 1600 may also be called user equipment, portable terminal, or other names.
  • the terminal 1600 includes: a processor 1601 and a memory 1602.
  • the processor 1601 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc.
  • the processor 1601 can use digital signal processing (DSP), field programmable gate array (Field -Programmable Gate Array, FPGA), programmable logic array (Programmable Logic Array, PLA) to achieve at least one hardware form.
  • the processor 1601 may also include a main processor and a co-processor.
  • the main processor is a processor used to process data in the wake-up state, also called a central processing unit (Central Processing Unit, CPU); the co-processor is A low-power processor used to process data in standby mode.
  • CPU Central Processing Unit
  • the processor 1601 may be integrated with a graphics processor (Graphics Processing Unit, GPU), and the GPU is responsible for rendering and drawing content that needs to be displayed on the display screen.
  • the processor 1601 may also include an artificial intelligence (Artificial Intelligence, AI) processor, which is used to process computing operations related to machine learning.
  • AI Artificial Intelligence
  • Memory 1602 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1602 may also include high-speed random access memory, and non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1602 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1601 to implement the method provided by the embodiment of the present application.
  • the terminal 1600 may also optionally include: a peripheral device interface 1603.
  • the peripheral device interface 1603 may be used to connect at least one input/output (I/O) related peripheral device to the processor 1601 and the memory 1602 .
  • the processor 1601, the memory 1602, and the peripheral device interface 1603 are integrated on the same chip or circuit board; in some other embodiments, any one of the processor 1601, the memory 1602, and the peripheral device interface 1603 or Both of them can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
  • the terminal 1600 may also include: a pressure sensor 1604.
  • the pressure sensor 1604 is used to detect the pressing force of the touch operation and transmit the pressure data to the processor 1601.
  • the processor 1601 determines the current marking mode based on the pressure data.
  • the pressure sensor 1604 can communicate with the processor 1601 and the memory 1602 through the peripheral device interface 1603. connected.
  • Embodiments of the present application also provide a computer-readable storage medium that stores at least one program, and at least one program is used to be executed by a processor to implement the virtual object marking method as described in the above embodiments.
  • Embodiments of the present application also provide a computer program product.
  • the computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the virtual object marking method provided by the above embodiment.
  • Computer-readable media includes computer storage media and communication media including any medium that facilitates transfer of a computer program from one place to another.
  • Storage media can be any available media that can be accessed by a general purpose or special purpose computer.

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Abstract

本申请公开了一种虚拟对象的标记方法、装置、终端及存储介质,涉及人机交互领域。该方法包括:接收对虚拟对象的触控操作(201),显示标记模式提示,标记模式提示用于指示当前用于标记虚拟对象的标记模式,且触控操作的不同的力度对应于不同的标记模式(202),在标记模式为目标标记模式的情况下,响应于针对触控操作的结束信号,使用目标标记模式标记虚拟对象(203)。本申请实施例方案提高了人机交互中标记虚拟对象的效率。

Description

虚拟对象的标记方法、装置、终端及存储介质
本申请要求于2022年07月26日提交,申请号为202210887870.X、发明名称为“虚拟对象的标记方法、装置、终端及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及人机交互领域,特别涉及一种虚拟对象的标记方法、装置、终端及存储介质。
背景技术
在多数的多人在线游戏中,例如在MMO(Massive Multiplayer Online,大型多人在线)游戏、MOBA(Multiplayer Online Battle Arena,多人在线战术竞技)游戏中,多名玩家组队游戏是核心玩法,玩家间需要通过实时交流进行配合。
相关技术中,玩家发送交互信息的方式主要为文字输入、点击标记交互控件、点击虚拟环境小地图以及拖动发送标记等,上述方式中,交互操作流程复杂,交互效率低,同时标记控件需要占用一定的屏幕位置,造成空间浪费。
发明内容
本申请实施例提供了一种虚拟对象的标记方法、装置、终端及存储介质,可以简化用户标记虚拟对象的操作流程,提高标记效率。所述技术方案如下:
一方面,本申请实施例提供了一种虚拟对象的标记方法,所述方法由终端执行,所述方法包括:
接收对虚拟对象的触控操作;
显示标记模式提示,所述标记模式提示用于指示当前用于标记所述虚拟对象的标记模式,且所述触控操作的不同的力度对应于不同的标记模式;
在所述标记模式为目标标记模式的情况下,响应于针对所述触控操作的结束信号,使用所述目标标记模式标记所述虚拟对象。
另一方面,本申请实施例提供了一种虚拟对象的标记装置,所述装置包括:
接收模块,用于接收对虚拟对象的触控操作;
显示模块,用于显示标记模式提示,所述标记模式提示用于指示当前用于标记所述虚拟对象的标记模式,且所述触控操作的不同的力度对应于不同的标记模式;
标记模块,用于在所述标记模式为目标标记模式的情况下,响应于针对所述触控操作的结束信号,使用所述目标标记模式标记所述虚拟对象。
另一方面,本申请实施例提供了一种终端,所述终端包括处理器和存储器,所述存储器中存储有至少一段程序,所述至少一条指令由所述处理器加载并执行以实现如上述方面所述的虚拟对象的标记方法。
另一方面,本申请实施例提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一段程序,所述至少一条指令由处理器加载并执行以实现如上述方面所述的虚拟对象的标记方法。
另一方面,本申请实施例提供了一种计算机程序产品,该计算机程序产品包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述方面所述的虚拟对象的标记方法。
本申请实施例中,终端接收到对虚拟对象的触控操作时,通过检测触控操作的按压力度,基于触控操作的按压力度以及按压力度与标记模式的映射关系,显示相应标记模式提示,以提示用户当前所处标记模式,进而在处于目标标记模式情况下结束触控操作时,终端使用目标标记模式标记虚拟对象,完成标记;采用本申请实施例提供的方案,在对虚拟对象进行单 次触控操作的过程中,通过控制触控操作的按压力度,即可实现对虚拟对象的不同方式的标记,简化了虚拟对象的标记流程,提高了虚拟对象的标注效率。
此外,由于无需在界面中额外设置标记控件,因此能够降低应用界面的开发难度以及开发复杂度,并且低内容复杂度的应用界面能够降低控件误触概率,避免误触控件带来的处理资源浪费。
附图说明
图1示出了本申请一个示例性实施例提供的实施环境的示意图;
图2示出了本申请一个示例性实施例提供的虚拟对象的标记方法的流程图;
图3示出了本申请一个示例性实施例提供的按压力度与标记模式的映射关系图;
图4示出了本申请一个示例性实施例提供的复杂标记方法的流程图;
图5示出了本申请一个示例性实施例提供的控件菜单的示意图;
图6示出了本申请一个示例性实施例提供的复杂标记方法的操作示意图;
图7示出了本申请一个示例性实施例提供的局部标记方法的流程图;
图8示出了本申请一个示例性实施例提供的局部标记方法的操作示意图;
图9示出了本申请一个示例性实施例提供的对象控件位置优先级的示意图;
图10示出了本申请一个示例性实施例提供的标记目的自定义方法的流程图;
图11示出了本申请一个示例性实施例提供的标记目的自定义方法的操作示意图;
图12示出了本申请一个示例性实施例提供的切换标记模式条件的示意图;
图13示出了本申请一个示例性实施例提供的动态标记模式的示意图;
图14示出了本申请一个示例性实施例提供的动态标记方法的操作示意图;
图15示出了本申请一个示例性实施例提供的虚拟对象的标记装置的结构框图;
图16示出了本申请一个示例性实施例提供的终端的结构框图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
为了方便理解,下面对本申请实施例中涉及的名词进行说明。
虚拟环境:是应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。虚拟环境可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种,本申请对此不加以限定。
虚拟对象:是指虚拟环境中的可交互对象。虚拟对象可以是虚拟角色例如可以是虚拟人物、虚拟动物、动漫人物等,虚拟角色是基于动画骨骼技术创建的三维立体模型。虚拟对象也可以是虚拟环境中显示的虚拟道具、虚拟地点等,比如:在三维虚拟环境中显示的植物、油桶、墙壁、石块等。每个虚拟对象在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。
可选地,该虚拟角色可以是通过客户端上的操作进行控制的用户角色,也可以是通过训练设置在虚拟场景对战中的人工智能(Artificial Intelligence,AI)角色,还可以是设置在虚拟场景中的非用户角色(Non-Player Character,NPC),当然也可以是设置在虚拟场景中的建筑物、道具组和道具箱等。可选地,该虚拟角色可以是在虚拟场景中进行竞技的虚拟人物。可选地,该虚拟场景中参与互动的虚拟角色的数量可以是预先设置的,也可以是根据加入互动的客户端的数量动态确定的。
虚拟对局:是指在虚拟环境中,至少两个虚拟对象进行对战的游戏对局,可选的,该虚拟对局是至少两个虚拟角色进行对战的单局对战对局。可选的,该虚拟对局可以是单人匹配模式的虚拟对局(即虚拟对局中的虚拟角色都是单人作战)、双人匹配模式的虚拟对局(即虚拟对局中的虚拟角色可以是两人组队作战也可以是单人作战)或者多人匹配模式(即虚拟对局中最多可以由四个或五个等多个虚拟角色进行组队进行作战)的虚拟对局,其中,当匹配模式为双人匹配模式或四人匹配模式时,第一虚拟角色可以与具有好友关系的第二虚拟角色进行 匹配,也可以与不具有好友关系的第三虚拟角色进行匹配。可选的,当匹配模式为双人匹配模式或多人匹配模式时,互为队友的虚拟角色之间可以通过发送文字信息的方式进行交流,也可以通过发送虚拟标记的方式实现信息交互。
标记:是指在虚拟对局中,玩家对目标虚拟角色、目标虚拟道具或目标位置设定的信息标记,标记用于玩家在虚拟对战过程中进行人机交互以及进行用户间的实时交互,实现战术信息交流。可选的,标记可以用于单人匹配模式的虚拟对局中,也可以用于双人匹配模式或四人匹配模式等多人模式的虚拟对局中。可选的,标记可以是玩家对目标虚拟对象进行的标记,也可以是玩家向全队队友或部分队友发送的战略信息,例如“集合”、“攻击”等,上述战略信息可以针对虚拟环境中某一位置、某一虚拟角色或虚拟道具。
请参考图1,其示出了本申请一个示例性实施例提供的实施环境的示意图。该实施环境中包括:终端110、服务器120以及通信网络130。
终端110安装和运行有支持虚拟环境的应用程序。该应用程序可以是虚拟现实应用程序、SLG(Simulation Game,策略类游戏)、三维地图程序、FPS(First-person Shooting,第一人称射击)游戏、MOBA游戏中的任意一种。用户使用终端110控制位于虚拟环境中的虚拟对象执行操作,该操作包括但不限于:获取收益、升级、对战、切换装备、建造中的至少一种,并且,用户使用终端在应用程序中执行操作。示意性的,虚拟对象是虚拟角色,比如仿真人物对象或动漫人物对象,或者虚拟对象是虚拟道具。终端110可以泛指多个终端中的一个,本实施例仅以终端110举例说明。终端110的设备类型包括:智能手机、平板电脑、电子书阅读器、MP3播放器、MP4播放器、膝上型便携计算机和台式计算机中的至少一种。以下实施例以终端包括智能手机来举例说明。
在本申请实施例中,终端110可以检测触控操作的按压力度,从而基于不同的按压力度实现不同方式的对象标记。
可选的,终端110配备有震动马达,可以对不同的按压力度的触控操作给予不同程度的震动反馈。
终端110通过无线网络或有线网络等通信网络130与服务器120相连。
服务器120包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。示意性的,服务器120包括处理器121和存储器122,用于为支持三维虚拟环境的应用程序提供后台服务。可选地,服务器120承担主要计算工作,终端110承担次要计算工作;或者,服务器120承担次要计算工作,终端110承担主要计算工作;或者,服务器120、终端110二者之间采用分布式计算架构进行协同计算。
本领域技术人员可以知晓,上述终端的数量可以更多或更少。比如上述终端可以仅为一个,或者上述终端为几十个或几百个,或者更多数量。本申请实施例对终端的数量和设备类型不加以限定。
在相关技术中,用户在游戏过程中可以通过在聊天区域发送文字信息与队友进行交流,但该方式中用户调用键盘会占用部分屏幕遮挡虚拟环境界面,且输入文字的操作会中断用户的游戏操作,因此适用场景有限;部分游戏界面中显示标记控件,用户可以通过点击标记控件向队友发送预设标记信息,但该方式中,标记仅可显示在用户虚拟对象所在位置,无法发送具有地点属性的虚拟标记;另有部分游戏支持用户通过点击虚拟环境的小地图发送预设标记信息,也即用户可以在显示虚拟环境全局以及各虚拟对象位置的缩略显示区中点击目标位置向队友发送显示于目标位置的标记信息,但该方式中,用户无法选择标记信息内容,算法提供内容可能与玩家意图不符,且当用户使用设备屏幕有限时,缩略显示区面积较小,用户选择位置的精确度有限;在相关技术中,用户还可以通过拖动视野选择标记目标并通过滑动操作发送标记信息,但该方式需要用户通过调整视野中心位置确定标记位置,往往需要多次操作且精确度不高。
在本申请实施例中,用户可以通过竞技程序参与虚拟对局。该竞技程序可以是游戏应用程序,如MOBA类游戏应用程序、射击类游戏应用程序、生存类游戏应用程序,本申请实 施例对此不作限定。在虚拟对局中,用户可以通过直接对虚拟对象进行触控操作,对虚拟对象进行标记,并且,通过不同按压力度的触控操作的,用户可以进行多种不同标记操作。本方案中标记操作简单直观,在降低了标记操作难度的同时,提高了标记操作的准确性。
请参考图2,其示出了本申请一个示例性实施例提供的虚拟对象的标记方法流程图,结合图2及上述应用场景对本申请实施例提供的虚拟对象的标记方法进行说明,本实施例中以该方法应用于终端中进行说明,该方法包括:
步骤201,接收对虚拟对象的触控操作。
在本申请实施例中,在处于标记状态的情况下,终端接收对虚拟对象的触控操作,并将该操作作为标记操作,可选的,终端进入标记状态的方式可以是接收对标记状态控件的触控操作,其中,标记状态控件是显示于虚拟场景界面中的控件,用于控制标记状态的开启和关闭。
在其他可能的实施方式中,终端设置有标记压力阈值,当触控操作的按压力度小于标记压力阈值时,终端确定处于非标记状态,当触控操作的按压力度大于标记压力阈值时,终端确定处于标记状态,并将触控操作确定为标记操作,免去用户触发标记状态控件的操作。
在一种可能的实施方式中,终端接收用户在虚拟对象显示位置进行的触控操作,并检测触控操作的按压力度。其中,关于终端检测触控操作按压力度的方式,可以是终端在触控面板下方设置压力传感器,并通过压力传感器中的电容模块感知自感电容的变化,进而对按压的位置和力度进行判断,例如Force Touch(压感触控)技术、3D Press(压力触控)技术等,在上述技术中,基于终端触控面板不同,终端还可以通过在触控面板四周设置微小电极实现对按压力度的感知。
可选的,终端可以检测在执行触控操作时,用户手指和触控面板的接触面积,并基于接触面积和按压力度的映射关系确定触控操作的按压力度,其中,按压力度与接触面积呈正相关关系。上述终端检测触控操作按压力度的方式仅作说明用,本申请实施例对此不作限定。
其中,虚拟对象可以为虚拟对局中的虚拟角色、虚拟环境中的虚拟道具(比如虚拟载具、虚拟补给品、虚拟工具等等)、虚拟环境中的虚拟地点、虚拟建筑物等等,本申请实施例并不对此进行限定。
步骤202,显示标记模式提示,标记模式提示用于指示当前用于标记虚拟对象的标记模式,且触控操作的不同的力度对应于不同的标记模式。
基于不同按压力度的触控操作,终端进入不同的标记模式,在不同的标记模式中,终端标记虚拟对象的方式不同,也即用户可以通过控制触控操作的按压力度实现对虚拟对象进行不同方式的标记。为减少用户误操作,提高标记准确度。
并且,为了使用户清楚感知当前所处的标记模式,基于当前所处标记模式,终端显示标记模式提示,提示用户当前按压力度对应的标记模式。
在一种可能的实施方式中,不同按压力度下,终端显示不同标记模式提示。其中,不同标记模式提示可以在提示方式和提示显著度中的至少一方面存在区别。
比如,不同标记模式提示可以采用相同提示方式,但是具有不同提示显著度,或者,不同标记模式提示采用不同提示方式,且具有不同提示显著度,或者,不同标记模式提示采用不同提示方式,但具有相同提示显著度。
可选的,提示方式包括文字提示、动画提示以及特效提示中的至少一种。
可选的,提示显著度与提示显示位置、提示是否高亮、提示显示尺寸以及提示时长中的至少一种相关。在一种可能的实施方式中,终端存储有按压力度区间、提示方式以及提示显著度之间的对应关系,终端基于触控操作的按压力度所属的按压力度区间,从该对应关系中确定目标提示方式以及目标提示显著度,进而基于该目标提示方式以及目标提示显著度显示标记模式提示。
当然,在其他可能的实施方式中,终端也可以存储不同标记模式与标记模式提示之间的对应关系,当基于按压力度确定出标记模式后,进一步基于该对应关系确定与该标记模式对 应的标记模式提示,并进行展示。
在本申请实施例中,终端对于触控操作设置多级按压力度区间,例如,终端确定按压力度在0N至1N范围内时处于一级按压力度区间,在1N至3N范围内时处于二级按压力度区间,在3N及以上范围内时处于三级按压力度区间。基于触控操作的按压力度所处的按压力度区间,触控操作触发终端进入相应的标记模式。
本申请实施例中,不同标记方式在操作复杂度、标记传达对象以及标记目的的传达情况中的至少一方面不同。
可选的,操作复杂度与操作持续时长、操作轨迹复杂度、操作方式(比如点击、长按、长按滑动等等)中的至少一项相关。
可选的,标记传达对象包括自身、部分友方角色、全部友方角色、部分敌方角色以及全部敌方角色中的至少一种。
可选的,标记目的的传达情况包括是否支持向标记传达对象传达标记目的,且在支持向标记传达对象传达标记目的时,可以进一步包括所传达标记目的的复杂程度。其中,标记目的可以包括定位、集合、攻击等等,本实施例对此不作限定。
可选的,针对不同复杂程度的标记方式,标记模式可以分为简单标记模式与复杂标记模式,其中,为与用户操作体验匹配,终端可以在按压力度较小的一级按压力度区间、二级按压力度区间与简单标记模式之间建立映射关系,并在按压力度较大的三级按压力度区间和复杂标记模式之间建立映射关系。在处于不同标记模式的情况下,用户通过触控操作可实现不同方式的标记,依据标记模式复杂度不同,标记方式可以分为简单标记与复杂标记,或是,依据标记的同步对象不同,标记方式可以分为本地标记、局部标记以及全局标记。
可选的,简单标记模式可以被进一步被划分为多级标记模式,复杂标记模式也可以被进一步划分为多级标记模式,其中,不同级标记模式对应不同的按压力度区间。比如,简单标记模式下包括第一标记模式和第二标记模式,复杂标记模式下包括第三标记模式和第四标记模式,或者,简单标记模式下包括第一标记模式和第二标记模式,复杂标记模式下包括第三标记模式,或者,简单标记模式下包括第一标记模式,复杂标记模式下包括第二标记模式和第三标记模式。
示意性的,如图3所示,当作用于虚拟对象304的触控操作的按压力度处于一级按压力度区间301时,对应于第一标记模式311,终端在触控操作的目标虚拟对象上方显示“箭头”图标,提示用户当前处于第一标记模式311;在触控操作的按压力度处于二级按压力度区间302时,对应于第二标记模式312,终端在虚拟场景中显示“提示横幅”,提示用户当前处于第二标记模式312;在触控操作的按压力度处于三级按压力度区间303时,对应于第三标记模式313,终端在虚拟场景中显示控件菜单,提示用户在当前按压力度下可实现第三标记模式313对应的标记方式。需要说明的是,上述标记模式提示内容仅作说明用,本申请对此不作限定。
步骤203,在标记模式为目标标记模式的情况下,响应于针对触控操作的结束信号,使用目标标记模式标记虚拟对象。
其中,目标标记模式即为触控操作结束时所处的标记模式,对应于不同的目标标记模式,终端对虚拟对象进行标记的标记方式不同。在一种可能的实施方式中,响应于针对触控操作的结束信号,终端确定当前标记模式对应的目标标记方式,进而通过该目标标记方式标记该虚拟对象。
综上所述,本申请实施例中,终端接收到对虚拟对象的触控操作时,通过检测触控操作的按压力度,基于触控操作的按压力度以及按压力度与标记模式的映射关系,显示相应标记模式提示,以提示用户当前所处标记模式,进而在处于目标标记模式情况下结束触控操作时,终端使用目标标记模式标记虚拟对象,完成标记;采用本申请实施例提供的方案,在对虚拟对象进行单次触控操作的过程中,通过控制触控操作的按压力度,即可实现对虚拟对象的不同方式的标记,简化了虚拟对象的标记流程,提高了虚拟对象的标注效率。
在标记状态下,响应于触控操作,终端进入标记模式,基于触控操作的按压力度,终端确定当前所处的标记模式,并且触发进入简单标记模式的按压力度小于触发进入复杂标记模式的按压力度。
在本申请实施例中,触控操作可以触发终端进入不同的标记模式,进而实现不同方式的标记,其中,多个标记模式之间的标记复杂度不同,标记复杂度体现于在终端处于该标记模式时,终端所执行的标记方式的复杂度,以及标记是否能够传达标记目的(或所能传达的标记目的的复杂度)。
例如,在处于简单标记模式时,终端响应于针对触控操作的结束信号可以对虚拟对象进行选中等简单标记,而在处于复杂标记模式时,终端可以显示多个指示不同标记目的的候选标记目的选择控件,并响应于针对触控操作的结束信号对虚拟对象进行包含标记目的的复杂标记。
可选的,终端可以基于按压力度与复杂度呈正相关关系,建立按压力度区间和标记模式之间的映射关系,以便适应用户操作习惯。例如,用户可以通过一级按压力度的触控操作触发终端进入简单标记模式。
在一种可能的实施方式中,终端在接收触控操作后,即判断触控操作的按压力度,关于终端判断触控操作按压力度的方式,同步骤202所述方式,本实施例不再赘述。终端基于按压力度与标记模式间的映射关系确定当前标记模式。为符合用户操作习惯,用户通过执行按压力度较小的触控操作,可以控制终端进入简单标记模式,而当用户执行按压力度较大的触控操作时,响应于该操作,终端进入复杂标记模式,其中,简单标记模式和复杂标记模式指示不同的标记方式,且一种标记模式可以对应多种标记方式。在本申请实施例中,如图3所示,在触控操作的按压力度处于一级按压力度区间301的情况下,触控操作触发终端进入第一标记模式311,相应的,在触控操作的按压力度处于二级按压力度区间302的情况下,触控操作触发终端进入第二标记模式312,其中,第一标记模式311和第二标记模式312均为简单标记模式,在触控操作的按压力度处于三级按压力度303的情况下,触控操作触发终端进入第三标记模式313,且第三标记模式为复杂标记模式。
在当前所处的标记模式属于简单标记模式的情况下,终端对虚拟对象进行标记的方式,通过以下示例性实施例进行说明。
在当前所处的标记模式属于简单标记模式的情况下,显示简单标记模式提示,简单标记模式指不支持传达标记目的的标记模式。
在一些实施例中,触控操作的按压力度与标记模式的复杂度呈正相关关系,其中,简单标记模式包括第一标记模式以及第二标记模式。由上述申请实施例可知,终端根据触控操作的按压力度确定标记模式,且不同标记模式对应不同标记方式,而在实际应用中,用户无法基于所执行触控操作直接判断当前标记模式,为提示用户通过当前触控操作可以实现简单标记,终端显示简单标记模式提示。
在一种可能的实施方式中,在标记模式属于简单标记模式的情况下,基于当前所处的标记模式对应的标记方式,进行标记效果预览。如图3所示,响应于触控操作的按压力度处于一级按压力度区间301时,终端进入第一标记模式311,并在虚拟对象位置显示“箭头图标”,提示用户当前处于第一标记模式;响应于触控操作的按压力度处于二级按压力度区间302时,终端进入第二标记模式312,并在虚拟场景中显示“提示横幅”,提示用户当前处于第二标记模式。需要说明的是,上述标记模式提示方式仅作说明用,本申请对此不作限定。
需要说明的是,由于简单标记模式为不支持传达标记目的的标记模式,因此简单标记模式提示的方式中均不含有标记目的内容,其中,标记目的反映用户的交互目的,例如,标记目的可以是“集合”、“攻击”等等。
在简单标记模式下,响应于针对触控操作的结束信号,终端以对应的简单标记方式对虚拟对象进行标记。简单标记模式对应的标记方式包括本地标记方式和全局标记方式,本地标记方式下对虚拟对象的标记应用于本地,全局标记方式下对虚拟对象的标记被同步至同一阵 营的其他虚拟角色。
其中,本地标记方式是指,服务器仅向触控操作执行用户的对应终端发送该虚拟标记,全局标记方式是指,服务器将对虚拟对象的标记发送至己方阵营全部虚拟角色对应的终端上,实现与己方阵营全部虚拟对象同步该标记。
在一种可能的实施方式中,基于当前处于第一标记模式,响应于触控操作的停止信号,终端选中虚拟对象,也即终端以本地标记方式对虚拟对象进行标记,基于当前处于第二标记模式,终端对虚拟对象进行不含标记目的的常规标记,响应于触控操作的停止信号,终端显示标记成功提示并在虚拟对象显示位置显示标记图标,在此种情况下,可选的,终端可以通过本地标记方式对虚拟对象进行标记,也可以将该标记同步至己方阵营的全部虚拟对象,进行全局标记。
在一种可能的实施方式中,终端通过震动反馈提示用户对应标记完成。终端基于目标标记模式对应的反馈方式进行震动反馈,其中,震动反馈的震动程度与触发进入目标标记模式的按压力度呈正相关关系。终端将按压力度分为三个等级,对应设置三种不同的震动反馈方式,如图3所示,响应于在第一标记模式311下完成标记,终端不震动,响应于在第二标记模式312下完成标记,终端以短促震动向用户进行反馈。
在虚拟对局中,除选中操作和简单标记外,玩家间通常需要进行实时信息交互,实现战略交流,在相应场景中,用户希望通过标记向同一阵营虚拟角色传达标记目的,以便其他虚拟角色基于该标记目的执行相应操作。
例如,当玩家在对局中需要其他虚拟角色配合攻击敌方虚拟角色“角色A”时,用户希望通过标记向其他虚拟角色传达“攻击角色A”的标记目的,这时,用户可以通过复杂标记传达标记目。在终端处于复杂标记模式的情况下,为避免用户误操作,终端可以通过显示复杂标记模式提示,告知用户当前标记模式。
其中,复杂标记模式提示中包含有多个候选标记目的选择控件,用户可以选择相应控件对虚拟对象进行包含标记目的的标记操作。在当前所处的标记模式属于复杂标记模式的情况下,终端对虚拟对象进行标记的方式,通过以下示例性实施例进行说明。请参考图4,其示出了一个示例性实施例提供的复杂标记方法流程图。本实施例以该方法用于图1所示终端为例进行说明,该方法可以包括如下步骤:
步骤401,在标记模式属于复杂标记模式的情况下,确定虚拟对象的对象类型,对象类型包括虚拟角色、虚拟道具以及虚拟地点中的至少一种。
在一种可能的实施方式中,在复杂标记模式下,终端显示控件菜单,该控件菜单中显示多个候选标记目的选择控件,以便用户在上述控件中选择目标标记目的选择控件,进而实现目标标记目的,也即在复杂标记模式下,用户可以对标记目的进行选择。对局过程中,用户对于不同类型的虚拟对象进行标记时,用户的标记目的往往不同。由此,终端需确定触控操作对应虚拟对象的对象类型。
在一种可能的实施方式中,基于触控操作位置处显示的虚拟对象,终端确定该虚拟对象的对象类型,对象类型至少为虚拟角色、虚拟道具、虚拟地点中的至少一种。
以MOBA类游戏为例,如图5所示,当虚拟对象为可执行对抗行为的虚拟对象时,终端可以确定该虚拟对象为虚拟角色501,该虚拟角色可以是由其他用户控制的虚拟角色,例如用户所控虚拟角色的“队友”或“敌人”,也可以是由终端控制的AI虚拟角色,例如“普通野怪”、“史诗级野怪”;当虚拟对象是可为用户所控虚拟角色提供虚拟增益的虚拟对象,且该虚拟对象不可执行对抗行为,例如“宝箱”等,终端可以确定该虚拟对象属于虚拟道具502;当虚拟对象仅为虚拟场景中的不可活动且不可提供虚拟增益的虚拟对象时,例如“草丛”、“建筑”等,终端可以确定该虚拟对象属于虚拟地点503。
需要说明的是,在确定对象类型时,终端在确定该虚拟对象属于虚拟角色、虚拟道具等的基础上,还可进一步根据其所属阵营进行划分,例如,以MOBA游戏为例,对于同一阵营用户所控虚拟角色,终端可以确定该虚拟对象属于己方虚拟角色,而对于对方阵营用户所 控虚拟对象,终端可以确定该虚拟对象属于敌方虚拟角色,类似的,对于显示于己方地图范围中的“野怪”等终端所控虚拟对象,终端可以确定该虚拟对象属于己方虚拟角色。
步骤402,基于对象类型确定虚拟对象的候选标记目的,其中,不同对象类型对应不同候选标记目的。
对于属于不同对象类型的虚拟对象,用户在进行标记时,具有不同的标记目的,终端基于虚拟对象的对象类型,确定相应的候选标记目的。
在一种可能的实施方式中,终端可以建立对象类型与标记目的间的映射关系,在复杂标记模式下,基于触控操作对应虚拟对象的对象类型,终端通过映射关系确定当前对象类型对应的标记目的为候选标记目的。
如图5所示,终端可以将对象类型“虚拟角色”与攻击5011、保护5012等标记目的之间建立映射关系;对于对象类型“虚拟道具”,终端可以将其与注意5021、保护5022等标记目的建立映射关系;对于对象类型“虚拟地点”,终端可将其与集合5031等标记建立映射关系,需要说明的是,为简化用户退出标记模式的操作流程,在控件菜单中,终端可以显示取消控件5000,以便用户结束当前标记。
在一个示意性的例子中,以MOBA类游戏为例,用户对己方阵营虚拟角色进行标记时,终端确定该虚拟角色所属对象类型为“己方虚拟角色”,进而终端基于对象类型与标记目的间的对应关系确定候选标记目的中包含保护、集合;而对敌方阵营虚拟角色进行标记时,终端确定该虚拟角色所属对象类型为“敌方虚拟角色”,进而终端确定候选标记目的包含攻击和注意。
可选的,虚拟对象类型与候选标记目的之间的对应关系可以由用户自定义。候选标记目的可以由服务器提供素材,进而由用户设定对应对象类型的候选标记目的,候选标记目的可以是服务器提供素材的任意组合。
步骤403,显示候选标记目的对应的候选标记目的选择控件。
在复杂标记模式中,终端显示控件菜单,以便用户在控件菜单中选择希望实现的标记方式所对应的标记选择控件。终端基于触控操作确定用户可能希望的标记目的,也即候选标记目的,进而终端确定与候选标记目的一一对应的候选标记目的选择控件,并在控件菜单中显示上述候选标记目的选择控件。需要说明的是,在显示候选标记目的选择菜单的同时,控件菜单中还应显示取消控件,以便用户退出复杂标记模式。
在一种可能的实施方式中,终端为候选标记目的选择控件确定素材,其中,候选标记目的选择控件可以是一个或多个。
在一个示意性的例子中,以MOBA游戏为例,如图3所示,当用户在敌方阵营用户所控虚拟角色的显示位置执行触控操作时,终端确定虚拟对象属于“敌方虚拟角色”,进而基于对象类型与候选标记目的间的映射关系,终端确定候选标记目的为攻击和注意,进一步的终端确定攻击控件和注意控件为候选标记目的选择控件,终端另将述候选标记目的选择控件与取消控件组成控件菜单,并在虚拟对象所在位置显示该控件菜单。
步骤404,响应于针对触控操作的结束信号,确定位于触控操作结束位置处的目标标记目的选择控件,目标标记目的选择控件属于候选标记目的选择控件。
终端在触控操作对应虚拟对象位置显示包含候选标记目的选择控件的控件菜单,用户通过选择控件菜单中的候选标记目的选择控件即可实现相应的标记方式,其中用户选择标记目的控件的方式可以是在保持触控操作按压力的情况下,移动触控操作位置,直至某一候选标记目的选择控件的显示位置,响应于在某一候选标记目的选择控件显示位置结束触控操作,终端确定该候选标记目的选择控件为目标标记目的选择控件。
在一种可能的方式中,用户执行触控操作,且该触控操作的按压力度处于三级按压力度时,基于当前处于复杂标记模式,终端在虚拟对象显示位置显示“触控菜单”,该“触控菜单”中包含有多个候选标记目的选择控件,用户在保持当前按压力的情况下,也即保持按压力处于三级按压力度的情况下,移动触控位置至控件菜单中某一候选标记目的选择控件的显 示位置,并在当前位置结束触控操作,响应于该触控操作结束信号,终端确定显示于触控操作结束位置的候选标记目的选择控件,并确定该控件为目标标记目的选择控件。
在一个示意性的例子中,以MOBA游戏为例,用户希望通过标记敌方“角色”通知队友帮助攻击该“角色”,如图6所示,用户在敌方阵营用户所控虚拟角色601显示位置执行触控操作,触控操作的按压力度达到三级按压力度,终端进入复杂标记模式,确定该虚拟对象601为“敌方虚拟角色”,并确定候选标记目的选择控件,进而终端显示包含有攻击控件611、注意控件612以及取消控件613的控件菜单,用户可在保持按压力度的同时,将触控位置移动至攻击控件611显示位置,并在上述位置结束触控操作,进而,响应于该触控操作结束信号,终端确定攻击控件即为当前触控操作的目标标记目的选择控件。
可选的,在另一种可能的方式中,在处于复杂标记模式的情况下,用户可以通过改变触控操作位置切换目标标记虚拟对象,用户可以在保持按压力度的情况下,将触控操作位置由第一虚拟对象显示位置移动至第二虚拟对象显示位置。当触控操作的触控时长达到时间阈值时,终端在第二虚拟对象位置显示更换控件,以便用户将目标标记虚拟对象由第一虚拟对象切换至第二虚拟对象。
在一个示意性的例子中,以MOBA游戏为例,对局中,在己方“角色A”剩余能力值较低时,为通知己方阵营其他用户对其进行保护,用户在己方虚拟对象“角色A”显示位置执行按压力度达到三级按压力度的触控操作,并呼出含有保护控件的控件菜单,此时,若“角色A”的剩余能力值已降为0,并有己方虚拟对象“角色B”剩余能力值较低,也即用户希望将目标标记虚拟对象由“角色A”切换至“角色B”时,终端可以在检测到触控操作位置改变,且触控操作位置保持于“角色B”显示位置达到时间阈值,在“角色B”显示位置显示变更控件。
需要说明的是,在虚拟对局中,虚拟角色为可移动的虚拟对象,当用户对虚拟角色执行触控操作时,响应于该触控操作触发终端进入复杂标记模式,终端在虚拟对象位置显示控件菜单,若虚拟角色的位置发生移动,控件菜单显示位置不变,且基于用户后续对候选标记目的选择控件进行选择等操作,终端仍可完成对该虚拟对象的本次标记。
步骤405,确定目标标记目的选择控件对应的目标标记目的。
在复杂标记模式下,用户通过执行触控操作可以传达标记目的,进而实现对局中的信息交互。
在一种可能的实施方式中,终端基于上述目标标记目的选择控件可以确定相应的目标标记目的,也即确定用户希望通过标记进行传达的信息,例如,终端基于目标标记目的选择控件为保护控件,即可确定目标标记目的是向队友传达“保护”虚拟对象的信息。
步骤406,使用全局标记方式标记虚拟对象,并显示包含目标标记目的的标记提示信息,其中,全局标记方式下对虚拟对象的标记被同步至同一阵营的其他虚拟角色。
其中,全局标记方式是指基于用户执行的触控操作,终端将标记同步至己方阵营全部虚拟对象的标记操作,并显示目标标记的标记提示信息。
在一种可能的实施方式中,终端将目标标记目的对应的标记方式同步至同一阵营的全部虚拟角色,进而终端基于目标标记方式在虚拟对象位置显示目标标记。
在一个示意性的例子中,以MOBA游戏为例,同一阵营中包含5名玩家,用户通过触控操作对己方“角色A”进行标记,终端基于目标标记目的选择控件确定目标标记目的为“保护”,进而终端将该目标标记目的发送至己方阵营全部用户的5部终端上,终端接收到终端发送的目标标记目的后,对虚拟对象执行保护标记,并显示含有“保护”字样的标记提示信息,进而其他用户看到终端中显示的保护标记和提示信息,可以知晓此时应及时提供支援保护己方“角色A”,快速实现队友间的信息交互。
步骤407,基于目标标记模式对应的反馈方式进行震动反馈,其中,震动反馈的震动程度与触发进入目标标记模式的按压力度呈正相关关系。
可选的,在复杂标记模式下,响应于在第三标记模式下完成标记,终端以剧烈震动向用 户进行反馈。
综上所述,在复杂标记模式下,终端用户可以通过按压力度达到三级按压力度的触控操作呼出控件菜单,进而对虚拟对象执行标记方式可选的标记操作,对于由候选标记目的选择控件与取消控件组成控件菜单,用户可通过改变触控操作位置选择目标标记目的选择控件,也即用户仅通过一次连贯的触控操作即可对虚拟对象进行标记,简化了标记操作的流程,提高了标记效率。
并且在本申请实施例中,上述触控操作直接执行于虚拟对象的显示位置,再无需增加额外控件,节省了终端显示区域。
而当用户完成复杂标记时,终端通过强烈震动向用户反馈复杂标记操作完成,降低了用户误操作率。
基于上述实施例,响应于针对触控操作的结束信号,终端向己方阵营的其他虚拟角色同步对虚拟对象的标记。在可能的情况中,用户仅希望部分虚拟角色对该标记进行响应,在该标记同步至全部虚拟角色的情况下,往往需要其他用户基于自身经验判断是否应响应于该标记,判断结果和用户的主观目的间存在偏差,影响交互效率。
为了实现针对性的标记同步,在处于复杂标记模式的情况下,基于触控操作对应的目标标记目的,终端可以仅向特定己方阵营用户发送目标标记目的,即进行局部标记同步,以此提高信息交互的精确度。请参考图7,其示出了一个示例性实施例提供的局部标记方法的流程图。本实施例以该方法用于图1所示终端为例进行说明,该方法可以包括如下步骤:
步骤701,响应于触控操作位置位于目标标记目的选择控件,且持续时长达到时长阈值,显示候选角色选择控件,目标标记目的选择控件属于候选标记目的选择控件,候选角色选择控件用于选择进行标记同步的候选虚拟角色。
在处于复杂标记模式的情况下,终端在虚拟对象位置显示控件菜单,用户可以通过移动触控位置至目标标记目的选择控件显示位置,并在上述位置结束触控操作实现目标标记目的选择控件对应的目标标记目的,而当用户在目标标记目的选择控件显示位置保持触控操作一定时间时,终端即显示候选角色选择控件,以便用户选择进行标记同步的虚拟角色,用户无需习得其他操作手势,仅通过控制触控操作时间即可进入选择局部标记模式。
示意性的,如图8所示,用户在虚拟对象801显示位置执行触控操作,且触控操作的按压力度达到三级按压力度,终端基于对象类型在虚拟对象显示位置显示由候选标记目的选择控件组成的控件菜单,用户移动触控操作位置至目标标记目的选择控件例如“攻击控件”803显示位置,并在保持按压力度处于三级按压力度的前提下,在目标标记目的选择控件显示位置持续执行触控操作达到时长阈值,响应于该触控操作满足上述条件,终端显示候选角色选择控件例如“友A控件”804。其中,候选角色选择控件用于用户选择进行标记同步的候选虚拟角色,候选虚拟角色属于用户己方阵营用户所控虚拟角色。
可选的,该候选角色选择控件的数量与当前处于存活状态的虚拟角色的数量一致。即不同对局下,候选角色选择控件的数量可能相同,也可能不同;同一对局的不同对局时刻,候选角色选择控件的数量可能相同,也可能不同。
为了提高选择虚拟角色的效率,在一种可能的实施方式中,基于候选虚拟角色与虚拟对象之间的关联度,终端确定候选虚拟角色对应的候选角色选择控件的控件位置,从而在控件位置处显示候选角色选择控件。其中,关联度包括角色属性关联度以及距离关联度中的至少一种,且控件位置的位置优先级与关联度呈正相关关系。
可选的,控件位置的位置优先级可以基于控件显示位置与目标标记目的选择控件显示位置的直线距离确定得到,且位置优先级与该直线距离之间呈负相关关系,也可以是表征控件显示位置与用户操作手势习惯程度的匹配度,例如,用户在终端显示区域左侧执行触控操作,则目标标记目的选择控件左侧相较于右侧具有更高的位置优先级。
可选的,候选虚拟角色与虚拟对象之间的关联度可以包括角色属性关联度,例如,以MOBA游戏为例,当虚拟对象的角色属性为物理伤害较高的输出型角色时,在对战中,具 有增益技能的辅助型虚拟角色则与虚拟对象之间具有更高的角色关联度,或,当虚拟对象的对象类型归属于虚拟道具时,则在对局中,移动速度更快的虚拟角色则与之具有更高的角色关联度。
可选的,候选虚拟角色与虚拟对象之间的关联度可以包括距离关联度,也即,当候选虚拟角色与虚拟对象间的距离较近时,候选虚拟角色与虚拟对象间具有较高的距离关联度。
需要说明的是,当终端结合距离关联度确定候选虚拟角色与虚拟对象之间的关联度,进而确定候选角色选择控件的控件位置时,终端可在候选角色选择控件显示位置一同显示距离信息,以便用户判断优选虚拟角色。
在一个示意性的例子中,当时长阈值为1秒,且终端以距离关联度确定候选角色选择控件的控件位置优先级,如图9所示,用户在“宝箱”901显示位置执行触控操作,且触控操作的按压力度达到三级按压力度,终端处于复杂标记模式,基于虚拟对象“宝箱”归属于虚拟道具,终端在虚拟对象位置显示包含有注意控件902以及取消控件903的控件菜单,进而当用户移动触控操作位置至注意控件902并持续时长达到1秒时,基于己方阵营用户所控“队友1”距离虚拟对象最为接近,终端确定“队友1A”对应的候选角色选择控件904具有最高位置优先级,也即该控件显示于距离目标标记目的选择控件902直线距离最短的位置,同理,己方阵营用户所控“队友2”距离虚拟对象仅较“队友1”稍远时,终端确定“队友2”对应的候选角色选择控件905具有第二位置优先级,以此类推。
在其他实施例中,终端可以同时基于距离关联度以及角色属性关联度确定控件位置优先级,其中,距离关联度和角色属性关联度可以对应相同优先级影响因子,也可以对应不同优先级影响因子,本申请实施例对此不作限定。
步骤702,响应于针对触控操作的结束信号,确定位于触控操作结束位置处的目标角色选择控件。
本步骤同步骤402,用户可以通过移动触控操作位置至目标角色选择控件显示位置,并在该位置结束触控操作,实现对候选角色选择控件的选择。
在一种可能的实施方式中,响应于触控操作的结束信号,终端检测触控操作结束位置坐标点,并确定显示于该坐标点的候选角色选择控件,进而确定该候选角色选择控件即为目标角色选择控件。
步骤703,确定目标角色选择控件对应的目标虚拟角色,以及目标标记目的选择控件对应的目标标记目的。
由步骤702可知,终端确定目标角色选择控件,进而终端基于候选角色选择控件与虚拟角色间的映射关系确定该目标角色选择控件对应虚拟角色,其中,目标虚拟角色为己方阵营用户所控虚拟角色。终端基于触控操作位置在某一候选标记目的选择控件持续时长达到时长阈值,确定该候选标记目的选择控件为目标标记目的选择控件,进而终端基于标记目的选择控件与标记目的间的映射关系确定目标标记目的。
可选的,终端可以显示包含有虚拟角色人物标识的候选角色选择控件,其中,虚拟角色人物标识是指可以体现候选角色选择控件对应虚拟角色的标识性图案,例如,可以是虚拟角色立绘、名称、代号等,还可以是控制虚拟角色用户的昵称,本申请对此不作限定。
在一个示意性的例子中,以MOBA游戏为例,如图8所示,用户对敌方阵营用户所控虚拟角色执行触控操作,在复杂标记模式下,终端显示包含有“攻击控件”803、“集合控件”805、“取消控件”802的控件菜单,当用户希望将攻击该虚拟角色的标记信息同步给己方阵营用户所控虚拟角色“友A”时,用户可以首先移动触控位置至目标标记目的选择控件也即“攻击控件”803的显示位置,响应于触控位置在“攻击控件”803持续时长达到时长阈值1秒,终端确定目标标记目的为“攻击”,并且终端显示包含有“友A控件”804的候选角色选择控件,进而用户可以移动触控位置至“友A控件”804,响应于触控操作结束于“友A控件”804显示位置,终端确定进行标记同步的目标虚拟角色为“友A”。
步骤704,使用局部标记方式标记虚拟对象,并显示包含目标标记目的的标记提示信息, 其中,局部标记方式下对虚拟对象的标记被同步至目标虚拟角色。
基于目标虚拟角色,终端可以进行局部标记,在局部标记中,终端仅向同一阵营虚拟角色中的部分虚拟角色同步标记,在一种可能的实施方式中,终端将包含有标记目的的标记同步至目标虚拟角色,并在相应终端显示包含目标标记目的的标记提示信息。例如,以MOBA游戏为例,终端确定“角色A”为目标虚拟角色,且目标标记目的选择控件为“攻击”控件,则响应于触控操作的结束信号,终端向“角色A”同步该“攻击”标记,并相应显示“攻击”提示。
综上所述,用户可以通过选择目标虚拟对象,将包含有标记目的的标记同步至指定虚拟角色,以便该虚拟角色执行标记目的所传达的操作,且同时其余虚拟角色不受该标记操作影响,提高了交互的精确度,减少了标记信息发生误传的可能性,提高了信息交互效率。
在上述实施例中,在处于复杂标记模式的情况下,基于固定的候选标记目的选择控件选择标记目的时,用户对标记目的的选择受限于候选标记目的选择控件的数量,而在对局过程中,用户通常需要进行较为复杂的信息交互。在上述情景中,用户可以通过复杂标记模式下显示的标记目的自定义控件,传达自定义标记目的。请参考图10,其示出了一个示例性实施例提供的自定义标记方法的流程图。本实施例以该方法用于图1所示终端为例进行说明,该方法可以包括如下步骤:
步骤1001,显示标记目的自定义控件。
终端通过服务器提供素材确定候选标记目的选择控件,因此可选候选标记目的选择控件有限,并无法满足用户在复杂虚拟对局中的交互需求,并且在可能的情况中,基于对局规律用户之间可能存在常用的便捷交流用语,上述便捷交流用语在对局中出现的概率较高且更符合用户自身的交流习惯,为提高信息交互效率,用户可以通过标记目的自定义控件自定义标记目的。
在处于复杂标记模式的情况下,终端显示包含有候选标记目的选择控件的控件菜单,在一种可能的实施方式中,如图11所示,终端在该控件菜单中显示标记目的自定义控件1101。
步骤1002,在触控操作位置位于标记目的自定义控件的情况下,通过麦克风进行语音采集,得到标记目的语音。
终端在控件菜单中显示标记目的自定义控件,用户通过该标记目的自定义控件自定义标记目的的方式可以是,用户移动触控位置至标记目的自定义控件显示位置,响应于终端检测到触控位置坐标点位于标记目的自定义控件显示位置,终端开启录音模式,通过麦克风采集用户语音,也即用户可以通过语音方式传递标记目的,在提升标记内容灵活性的同时,用户无需进行复杂的手势操作,减少了标记过程对用户的操控或战斗等操作产生影响。
在一个示意性实施例中,以MOBA游戏为例,如图11所示,在用户希望告知己方阵营虚拟对象“宝箱”1102需要3人配合获取时,仅在“宝箱”1102显示执行触控操作并发送注意标记并无法准确传达需要3个虚拟对象进行配合这一信息,用户可以通过在复杂标记模式下,移动触控位置至标记目的自定义控件1101的显示位置,并在保持按压力度的前提下持续一秒,响应于终端检测到触控操作坐标点在标记目的自定义控件1101显示位置,终端开启录音模式,通过麦克风获取用户语音“开宝箱需要3个人”,并存储该语音数据,得到标记目的语音。
步骤1003,在处于复杂标记模式的情况下,响应于针对触控操作的结束信号,获取触控操作结束位置。
在复杂标记模式中,终端显示控件菜单,其中包含多个候选标记目的选择控件以及取消控件和标记目的自定义控件,用户通过移动触控位置至目标选择控件显示位置,并在该位置结束触控操作实现对执行功能的选择。进而,在一种可能的实施方式中,终端响应于触控操作的结束信号,检测触控操作结束位置,以便确定目标选择控件,其中该目标选择控件即为显示于触控操作结束位置的控件。
步骤1004,在触控操作结束位置位于标记目的自定义控件的情况下,标记虚拟对象, 并向同一阵营的其他虚拟角色发送标记目的语音。
可选的,终端可以采用全局或局部方式标记虚拟对象,相对应的,标记目的语音可以被同步至同一阵营的所有虚拟角色,或者部分虚拟角色。其中,当采用局部标记时,终端可以采用上述实施例提供的方案显示候选角色选择控件供用户选择,本实施例在此不作赘述。
在一种可能的实施方式中,终端确定触控操作结束位置,当触控操作结束位置位于标记目的自定义控件的显示位置时,终端确定执行标记目的自定义控件对应标记方式,播放标记目的语音,当用户通过全局标记的方式进行标记时,终端将该标记同步至己方阵营的其他虚拟角色。
在一种可能的实施方式中,响应于触控操作结束位置位于标记目的自定义控件,终端通过服务器,将所存标记目的语音数据传输至己方阵营用户终端,由用户终端进行播放。
综上所述,在处于复杂标记模式的情况下,通过标记目的自定义控件,用户可以通过单一触控操作灵活设置标记目的,并将相应标记与己方阵营虚拟角色进行同步,并且用户无需掌握新的触控操作方式,操作简单便捷,同时丰富了标记目的,提高了信息交互效率和标记的准确性。
基于上述申请实施例,本方案基于触控操作的按压力度确定标记模式,进而确定标记方式,由于用户判断触控操作的按压力度与标记模式之间关系的难度较大,在对局过程中,用户可以通过调整触控力度切换标记模式,同时终端通过震动反馈和视觉反馈向用户反馈当前标记模式,减少误操作。
可选的,在按压力度发生变化,且满足模式切换条件的情况下,终端切换标记模式。
在单次触控操作中,用户可以通过调整触控操作的按压力度实现标记模式的切换,在一种可能的实施方式中,模式切换条件中至少包含压力阈值,当按压力度达到压力阈值时,终端响应于该触控操作切换标记模式。由于按压力度在实际操作中不易控制,为避免发生误切换,对于各压力级别之间的差别设定按压力度的保护区间。关于设定按压力度保护区间的设定方式可以是分别设置第一阈值和第二阈值,其中第一阈值和第二阈值之间的压力区域即为按压力度保护区间。
第i标记模式下,在按压力度增加,且按压力度达到第一阈值的情况下,切换至第i+1标记模式,其中i为正整数。当触控操作的按压力度逐渐增大时,终端采用第一阈值为模式切换条件。
如图12所示,示意性的,在当前处于第一标记模式的情况下,随按压力度增加,当按压力度达到第一切换阈值1211(属于第一阈值)时,例如1N,按压力度变化满足模式切换条件,标记模式由第一标记模式切换为第二标记模式;在当前处于第二标记模式的情况下,随按压力度增加,在按压力度达到第二切换阈值1212(属于第一阈值),例如3N,按压力度变化满足模式切换条件,标记模式由第二标记模式切换为第三标记模式。
第i+1标记模式下,在按压力度减小,且按压力度达到第二阈值的情况下,切换至第i标记模式,第二阈值小于第一阈值。当触控操作的按压力度逐渐减小时,终端采用第二阈值为模式切换条件。
如图12所示,示意性的,在当前处于第二标记模式的情况下,随按压力度减小,当按压力度达到第三切换阈值1221时,例如1.5N,按压力度变化满足模式切换条件,标记模式由第二标记模式切换为第一标记模式;在当前处于第三标记模式的情况下,随按压力度减小,在按压力度达到第四切换阈值1222,例如2.5N,按压力度变化满足模式切换条件,标记模式由第三标记模式切换为第二标记模式。由于第二阈值小于第一阈值,两模式切换条件之间存在一定的按压力度范围,也即按压力度保护区间1231,拓宽了标记模式对应的按压力度范围,降低了误操作概率,进而降级了标记操作难度。进一步的,在一种可能的实施方式中,终端可以通过震动反馈提示用户完成了标记模式的切换,以减少误切换的可能性。终端可以基于切换后标记模式对应的反馈方式进行震动反馈,其中,震动反馈的震动程度与触发进入切换后标记模式的按压力度呈正相关关系。
综上所述,终端支持用户在同一按压操作过程中切换标记模式,且用户仅需调节按压力度即可实现标记模式切换,操作简单,同时,终端通过设置对应不同切换方向的两个不同压力阈值,设置按压力度保护区间,降低用户按压力度的掌控程度对误操作概率的影响,降低了误操作概率,并且终端通过震动反馈进一步的。
由于在对局过程中,虚拟角色均可移动,当用户的目的标记虚拟对象为移动中的虚拟对象时,通过触控操作对移动中的虚拟对象进行标记存在一定的操作困难。为了降低标记移动虚拟对象的难度,在一种可能的实施方式中,终端可以显示动态标记控件,用户可以对动态标记控件执行触发操作,响应于该触发操作,终端显示多个候选标记对象控件,进而用户可以对候选标记对象控件执行上述实施例中的按压操作,实现移动状态下的虚拟对象进行精确标记,下面结合示例性的实施例进行说明。
1、响应于对动态标记控件的触发操作,显示候选标记对象控件,其中,不同候选标记对象控件对应不同处于运动状态的虚拟对象。
虚拟对局中,虚拟角色常处于移动状态,若通过上述申请实施例中的触控操作对运动状态下的虚拟对象进行标记,出现失败操作可能性较大,为实现精准标记移动虚拟对象,终端可以显示候选标记对象控件,其中候选标记对象控件与处于与运动状态的虚拟对象间具有映射关系,用户可以通过对候选标记对象控件中的目标标记对象控件执行触控操作实现标记,减少标记失败的可能性。
在一种可能的实施方式中,如图13所示,终端中显示有动态标记控件1301,该动态标记控件用于开启动态标记模式,响应于对动态标记控件的触发操作,终端检测各虚拟对象的位置以及运动特征,确定当前处于运动状态的虚拟对象,进而基于虚拟对象与对象控件间的映射关系,终端显示处于运动状态的虚拟对象所对应的对象控件1302,也即候选标记对象控件。
可选的,候选标记对象控件对应虚拟对象可以仅包括用户当前视野内的移动虚拟对象,也可以是全局范围内的移动虚拟对象。
2、接收对候选标记对象控件的触控操作。
在本申请实施例中,用户可以通过对候选标记对象控件执行触控操作,标记相应虚拟对象,终端接收对候选标记对象控件的触控操作,与上述实施例相同的是,终端基于触控操作的按压力度确定标记模式。
在一种可能的实施方式中,当终端处于动态标记模式时,终端检测触控操作位置,基于触控操作位置为候选标记对象控件显示位置时,终端接收触控操作并检测触控操作的按压力度,进而基于按压力度进入相应的标记模式。如图13所示,在处于简单标记模式的情况下,响应于触控操作位置位于目标标记对象控件,终端可以在目标标记对象控件1302对应虚拟对象1303位置显示标记预览1304,例如,以MOBA游戏为例,用户对“角色A”的目标标记对象控件执行一级按压力度的触控操作,响应于该触控操作,终端中虚拟对象“角色A”位置显示箭头图标实现标记预览;在处于复杂标记模式的情况下,如图14所示,响应于触控操作位置位于目标标记对象控件1401,终端可以在目标标记对象控件位置显示候选标记目的选择控件1402,以便用户选择目标标记目的选择控件。
综上所述,当用户希望对处于运动状态的虚拟对象进行标记时,用户可以通过触发动态标记控件,呼出候选标记对象控件菜单,并对候选标记对象控件进行触控操作,进而实现对相应虚拟对象进行标记;在本申请实施例中,通过在终端显示动态标记控件,终端将对移动虚拟对象进行标记的过程转化为对静止的候选标记对象控件的标记过程,在降低标记难度的同时,提高了标记准确性。
请参考图15,其示出了本申请一个示例性实施例提供的虚拟对象的标记装置的结构框图,该装置包括:
接收模块1501,用于接收对虚拟对象的触控操作;
显示模块1502,用于显示标记模式提示,所述标记模式提示用于指示当前用于标记所 述虚拟对象的标记模式,且所述触控操作的不同的力度对应于不同的标记模式;
标记模块1503,用于在所述标记模式为目标标记模式的情况下,响应于针对所述触控操作的结束信号,使用所述目标标记模式标记所述虚拟对象。
可选的,所述显示模块1502,用于:
基于所述触控操作的所述按压力度,确定所述标记模式;
在所述标记模式属于简单标记模式的情况下,显示简单标记模式提示,所述简单标记模式指不支持传达标记目的的标记模式;
在所述标记模式属于复杂标记模式的情况下,显示复杂标记模式提示,所述复杂标记模式指支持传达标记目的的标记模式。
可选的,在当前所处的标记模式属于复杂标记模式,显示复杂标记模式提示的情况下,所述显示模块1502,还用于:
在所述标记模式属于所述复杂标记模式的情况下,确定所述虚拟对象的对象类型,所述对象类型包括虚拟角色、虚拟道具以及虚拟地点中的至少一种;
基于所述对象类型确定所述虚拟对象的候选标记目的,其中,不同对象类型对应不同候选标记目的;
显示所述候选标记目的对应的候选标记目的选择控件。
可选的,在所述目标标记模式为所述复杂标记模式的情况下,所述标记模块1503,用于:
响应针对所述触控操作的结束信号,确定位于触控操作结束位置处的目标标记目的选择控件,所述目标标记目的选择控件属于所述候选标记目的选择控件;
确定所述目标标记目的选择控件对应的目标标记目的;
使用全局标记方式标记所述虚拟对象,并显示包含所述目标标记目的的标记提示信息,其中,所述全局标记方式下对所述虚拟对象的标记被同步至同一阵营的其他虚拟角色。
可选的,在所述目标标记模式为所述复杂标记模式的情况下,所述显示模块1502,还用于:
响应于触控操作位置位于目标标记目的选择控件,且持续时长达到时长阈值,显示候选角色选择控件,所述目标标记目的选择控件属于所述候选标记目的选择控件,所述候选角色选择控件用于选择进行标记同步的候选虚拟角色;
所述标记模块1503,还用于:
响应于针对所述触控操作的结束信号,确定位于触控操作结束位置处的目标角色选择控件;
确定所述目标角色选择控件对应的目标虚拟角色,以及所述目标标记目的选择控件对应的目标标记目的;
使用局部标记方式标记所述虚拟对象,并显示包含所述目标标记目的的标记提示信息,其中,所述局部标记方式下对所述虚拟对象的标记被同步至所述目标虚拟角色。
可选的,在显示候选角色选择控件的情况下,所述显示模块1502,还用于:
基于所述候选虚拟角色与所述虚拟对象之间的关联度,确定所述候选虚拟角色对应的所述候选角色选择控件的控件位置,所述关联度包括角色属性关联度以及距离关联度中的至少一种,且所述控件位置的位置优先级与所述关联度呈正相关关系;
在所述控件位置处显示所述候选角色选择控件。
可选的,所述显示模块1502,用于:
显示标记目的自定义控件;
所述标记模块1503,用于:
在触控操作位置位于所述标记目的自定义控件的情况下,通过麦克风进行语音采集,得到标记目的语音;
在所述目标标记模式为所述复杂标记模式的情况下,响应于针对所述触控操作的结束信 号,获取触控操作结束位置;
在所述触控操作结束位置位于所述标记目的自定义控件的情况下,标记所述虚拟对象,并向同一阵营的其他虚拟角色发送所述标记目的语音。
可选的,在所述标记模式属于简单标记模式,显示简单标记模式提示的情况下,所述标记模块1503,用于:
在当前所处的标记模式属于简单标记模式的情况下,基于所述标记模式对应的标记方式,进行标记效果预览;
所述简单标记模式对应的标记方式包括本地标记方式和全局标记方式,所述本地标记方式下对所述虚拟对象的标记应用于本地,所述全局标记方式下对所述虚拟对象的标记被同步至同一阵营的其他虚拟角色。
可选的,所述接收模块1501,用于:
触发进入所述简单标记模式的按压力度小于触发进入所述复杂标记模式的按压力度。
可选的,所述标记模块1503,用于:
在所述按压力度发生变化,且满足模式切换条件的情况下,切换标记模式;
第i标记模式下,在所述按压力度增加,且所述按压力度达到第一阈值的情况下,切换至第i+1标记模式;
所述第i+1标记模式下,在所述按压力度减小,且所述按压力度达到第二阈值的情况下,切换至所述第i标记模式,所述第二阈值小于所述第一阈值;
基于切换后标记模式对应的反馈方式进行震动反馈,其中,震动反馈的震动程度与触发进入所述切换后标记模式的按压力度呈正相关关系。
可选的,所述显示模块1502,用于:
响应于对动态标记控件的触发操作,显示候选标记对象控件,其中,不同候选标记对象控件对应不同处于运动状态的虚拟对象;
所述接收模块1501,用于:
接收对所述候选标记对象控件的所述触控操作。
可选的,所述标记模块1503,还用于:
基于所述目标标记模式对应的反馈方式进行震动反馈,其中,震动反馈的震动程度与触发进入所述目标标记模式的按压力度呈正相关关系。
综上所述,在本申请实施例中,终端通过接收模块接收触控操作,进而判断触控操作的按压力度,基于触控操作的按压力度,显示模块确定当前标记模式并显示标记模式提示,如简单标记模式提示以及复杂标记模式提示,以便提示用户当前所处标记模式,在复杂标记模式下,显示模式基于虚拟对象的对象类型确定候选标记目的,并显示对应的候选标记目的选择控件,响应于触控操作结束信号,标记模块确定目标标记目的选择控件并以相应的目标标记目的标记虚拟对象,基于标记模式不同,标记模块可以通过全局标记、局部标记和本地标记的方式标记虚拟对象,并通过震动向用户反馈标记完成;通过本申请实施例,用户通过对虚拟对象执行单次触控操作,即可标记该虚拟对象,且基于触控操作的按压力度不同,通过一种操作方式,用户进行多种不同标记,在降低了操作难度减少标记操作对操控的影响的同时,提高了用户间进行信息交互的效率。
请参考图16,其示出了本申请一个示例性实施例提供的终端1600的结构框图。该终端1600可以是便携式移动终端,比如:智能手机、平板电脑、动态影像专家压缩标准音频层面3(Moving Picture Experts Group Audio Layer III,MP3)播放器、动态影像专家压缩标准音频层面4(Moving Picture Experts Group Audio Layer IV,MP4)播放器。终端1600还可能被称为用户设备、便携式终端等其他名称。
通常,终端1600包括有:处理器1601和存储器1602。
处理器1601可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1601可以采用数字信号处理(Digital Signal Processing,DSP)、现场可编程门阵列(Field -Programmable Gate Array,FPGA)、可编程逻辑阵列(Programmable Logic Array,PLA)中的至少一种硬件形式来实现。处理器1601也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称中央处理器(Central Processing Unit,CPU);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1601可以在集成有图像处理器(Graphics Processing Unit,GPU),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1601还可以包括人工智能(Artificial Intelligence,AI)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1602可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是有形的和非暂态的。存储器1602还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1602中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1601所执行以实现本申请实施例提供的方法。
可选的,终端1600还可选包括有:外围设备接口1603。
外围设备接口1603可被用于将输入/输出(Input/Output,I/O)相关的至少一个外围设备连接到处理器1601和存储器1602。在一些实施例中,处理器1601、存储器1602和外围设备接口1603被集成在同一芯片或电路板上;在一些其他实施例中,处理器1601、存储器1602和外围设备接口1603中的任意一个或两个可以在单独的芯片或电路板上实现,本实施例对此不加以限定。
可选的,终端1600还可包括有:压力传感器1604。
压力传感器1604用于检测触控操作的按压力度,并将压力数据传输至处理器1601,处理器1601基于压力数据判断当前标记模式,压力传感器1604可以通过外围设备接口1603与处理器1601和存储器1602相连。
本申请实施例还提供了一种计算机可读存储介质,该存储介质存储有至少一段程序,至少一段程序用于被处理器执行以实现如上述实施例所述的虚拟对象的标记方法。
本申请实施例还提供了一种计算机程序产品,该计算机程序产品包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述实施例提供的虚拟对象的标记方法。
本领域技术人员应该可以意识到,在上述一个或多个示例中,本申请实施例所描述的功能可以用硬件、软件、固件或它们的任意组合来实现。当使用软件实现时,可以将这些功能存储在计算机可读介质中或者作为计算机可读介质上的一个或多个指令或代码进行传输。计算机可读介质包括计算机存储介质和通信介质,其中通信介质包括便于从一个地方向另一个地方传送计算机程序的任何介质。存储介质可以是通用或专用计算机能够存取的任何可用介质。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (18)

  1. 一种虚拟对象的标记方法,所述方法由终端执行,所述方法包括:
    接收对虚拟对象的触控操作;
    显示标记模式提示,所述标记模式提示用于指示当前用于标记所述虚拟对象的标记模式,且所述触控操作的不同的力度对应于不同的标记模式;
    在所述标记模式为目标标记模式的情况下,响应于针对所述触控操作的结束信号,使用所述目标标记模式标记所述虚拟对象。
  2. 根据权利要求1所述的方法,其中,所述显示标记模式提示,包括:
    基于所述触控操作的所述按压力度,确定所述标记模式;
    在所述标记模式属于简单标记模式的情况下,显示简单标记模式提示,所述简单标记模式指不支持传达标记目的的标记模式;
    在所述标记模式属于复杂标记模式的情况下,显示复杂标记模式提示,所述复杂标记模式指支持传达标记目的的标记模式。
  3. 根据权利要求2所述的方法,其中,所述在所述标记模式属于复杂标记模式的情况下,显示复杂标记模式提示,包括:
    在所述标记模式属于所述复杂标记模式的情况下,确定所述虚拟对象的对象类型,所述对象类型包括虚拟角色、虚拟道具以及虚拟地点中的至少一种;
    基于所述对象类型确定所述虚拟对象的候选标记目的,其中,不同对象类型对应不同候选标记目的;
    显示所述候选标记目的对应的候选标记目的选择控件。
  4. 根据权利要求3所述的方法,其中,所述在所述标记模式为目标标记模式的情况下,响应于针对所述触控操作的结束信号,使用所述目标标记模式标记所述虚拟对象,包括:
    在所述目标标记模式为所述复杂标记模式的情况下,响应于针对所述触控操作的结束信号,确定位于触控操作结束位置处的目标标记目的选择控件,所述目标标记目的选择控件属于所述候选标记目的选择控件;
    确定所述目标标记目的选择控件对应的目标标记目的;
    使用全局标记方式标记所述虚拟对象,并显示包含所述目标标记目的的标记提示信息,其中,所述全局标记方式下对所述虚拟对象的标记被同步至同一阵营的其他虚拟角色。
  5. 根据权利要求3所述的方法,其中,所述显示所述候选标记目的对应的候选标记目的选择控件之后,所述方法还包括:
    在所述目标标记模式为所述复杂标记模式的情况下,响应于触控操作位置位于目标标记目的选择控件,且持续时长达到时长阈值,显示候选角色选择控件,所述目标标记目的选择控件属于所述候选标记目的选择控件,所述候选角色选择控件用于选择进行标记同步的候选虚拟角色;
    所述在所述标记模式为目标标记模式的情况下,响应于针对所述触控操作的结束信号,使用所述目标标记模式标记所述虚拟对象,包括:
    在所述目标标记模式为所述复杂标记模式的情况下,响应于所述触控操作的结束信号,确定位于触控操作结束位置处的目标角色选择控件;
    确定所述目标角色选择控件对应的目标虚拟角色,以及所述目标标记目的选择控件对应的目标标记目的;
    使用局部标记方式标记所述虚拟对象,并显示包含所述目标标记目的的标记提示信息,其中,所述局部标记方式下对所述虚拟对象的标记被同步至所述目标虚拟角色。
  6. 根据权利要求5所述的方法,其中,所述显示候选角色选择控件,包括:
    基于所述候选虚拟角色与所述虚拟对象之间的关联度,确定所述候选虚拟角色对应的所述候选角色选择控件的控件位置,所述关联度包括角色属性关联度以及距离关联度中的至少 一种,且所述控件位置的位置优先级与所述关联度呈正相关关系;
    在所述控件位置处显示所述候选角色选择控件。
  7. 根据权利要求3至6任一所述的方法,其中,所述在所述标记模式属于复杂标记模式的情况下,显示复杂标记模式提示,还包括:
    显示标记目的自定义控件;
    所述方法还包括:
    在触控操作位置位于所述标记目的自定义控件的情况下,通过麦克风进行语音采集,得到标记目的语音;
    所述在所述标记模式为目标标记模式的情况下,响应于针对所述触控操作的结束信号,使用所述目标标记模式标记所述虚拟对象,包括:
    在所述目标标记模式为所述复杂标记模式的情况下,响应于针对所述触控操作的结束信号,获取触控操作结束位置;
    在所述触控操作结束位置位于所述标记目的自定义控件的情况下,标记所述虚拟对象,并向同一阵营的其他虚拟角色发送所述标记目的语音。
  8. 根据权利要求2所述的方法,其中,所述在所述标记模式属于简单标记模式的情况下,显示简单标记模式提示,包括:
    在所述标记模式属于简单标记模式的情况下,基于所述标记模式对应的标记方式,进行标记效果预览;
    其中,所述简单标记模式对应的标记方式包括本地标记方式和全局标记方式,所述本地标记方式下对所述虚拟对象的标记应用于本地,所述全局标记方式下对所述虚拟对象的标记被同步至同一阵营的其他虚拟角色。
  9. 根据权利要求2至7任一所述的方法,其中,触发进入所述简单标记模式的按压力度小于触发进入所述复杂标记模式的按压力度。
  10. 根据权利要求1至9任一所述的方法,其中,所述方法还包括:
    在所述按压力度发生变化,且满足模式切换条件的情况下,切换标记模式。
  11. 根据权利要求10所述的方法,其中,所述在所述按压力度发生变化,且满足模式切换条件的情况下,切换标记模式,包括:
    第i标记模式下,在所述按压力度增加,且所述按压力度达到第一阈值的情况下,切换至第i+1标记模式,i为正整数;
    所述第i+1标记模式下,在所述按压力度减小,且所述按压力度达到第二阈值的情况下,切换至所述第i标记模式,所述第二阈值小于所述第一阈值。
  12. 根据权利要求10或11所述的方法,其中,所述方法还包括:
    基于切换后标记模式对应的反馈方式进行震动反馈,其中,震动反馈的震动程度与触发进入所述切换后标记模式的按压力度呈正相关关系。
  13. 根据权利要求1至9任一所述的方法,其中,所述方法还包括:
    响应于对动态标记控件的触发操作,显示候选标记对象控件,其中,不同候选标记对象控件对应不同处于运动状态的虚拟对象;
    所述接收对虚拟对象的触控操作,包括:
    接收对所述候选标记对象控件的所述触控操作。
  14. 根据权利要求1至9任一所述的方法,其中,所述使用所述目标标记模式标记所述虚拟对象之后,所述方法还包括:
    基于所述目标标记模式对应的反馈方式进行震动反馈,其中,震动反馈的震动程度与触发进入所述目标标记模式的按压力度呈正相关关系。
  15. 一种虚拟对象的标记装置,所述装置包括:
    接收模块,用于接收对虚拟对象的触控操作;
    显示模块,用于显示标记模式提示,所述标记模式提示用于指示当前用于标记所述虚拟 对象的标记模式,且所述触控操作的不同的力度对应于不同的标记模式;
    标记模块,用于在所述标记模式为目标标记模式的情况下,响应于针对所述触控操作的结束信号,使用所述目标标记模式标记所述虚拟对象。
  16. 一种终端,所述终端包括处理器和存储器,所述存储器中存储有至少一段程序,所述至少一段程序由所述处理器加载并执行以实现如权利要求1至14任一所述的虚拟对象的标记方法。
  17. 一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一段程序,所述至少一段程序由处理器加载并执行以实现如权利要求1至14任一所述的虚拟对象的标记方法。
  18. 一种计算机程序产品,所述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中;计算机设备的处理器从所述计算机可读存储介质读取所述计算机指令,所述处理器执行所述计算机指令,使得所述计算机设备执行如权利要求1至14任一所述的虚拟对象的标记方法。
PCT/CN2023/097348 2022-07-26 2023-05-31 虚拟对象的标记方法、装置、终端及存储介质 WO2024021847A1 (zh)

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