Warning display method and device, electronic equipment and storage medium
By providing a three-dimensional battle report interface to display the attribute information of virtual objects in the strategy game, the problem of single battle report display method is solved, and higher battlefield situation awareness and strategy analysis capabilities are achieved.
Patent Information
- Application Number
- CN202510519207.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-23
- Publication Date
- 2025-07-04
AI Technical Summary
The battle report display method in existing strategy games has a single dimension, and the player's battlefield situation awareness is low, making it difficult to conduct effective strategy analysis.
The terminal device provides a three-dimensional battle report interface to display the virtual object attribute information in the target's historical battle round, including identification, three-dimensional coordinates and attack parameters, to realize the three-dimensional reproduction and adjustment of the battle scene.
It improves players' battlefield situation awareness, supports three-dimensional strategy analysis and combat experience accumulation, and enhances the three-dimensional experience of combat report review.
Smart Images

Figure CN120242455A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technologies, and particularly to a battle report display method, apparatus, electronic device, and storage medium. Background Art
[0002] A strategy game (Simulation Game, SLG) is a type of electronic game with strategic planning, resource management, and tactical decision-making as its core gameplay, which can include categories such as turn-based strategy (Turn-Based Strategy, TBS), real-time strategy (Real-Time Strategy, RTS), and simulation business.
[0003] In the prior art, when it is necessary to review a battle report in a strategy game, it is often based on a text battle report mode, and the evolution of the battle situation recorded by text or numerical values at discrete time nodes is viewed.
[0004] It can be seen that the existing battle report display method has a single presentation dimension, and the player's perception of the battlefield situation is relatively low, which is not conducive to the player's strategic analysis. Summary of the Invention
[0005] The purpose of this application is to provide a battle report display method, apparatus, electronic device, and storage medium for the deficiencies in the above-mentioned prior art, which can display the three-dimensional battle scenes of at least some target virtual objects in a target historical battle round, improve the player's perception of the battlefield situation, and facilitate the player's three-dimensional strategic analysis based on this.
[0006] To achieve the above purpose, the technical solutions adopted in the embodiments of this application are as follows:
[0007] In a first aspect, the present invention provides a battle report display method. A graphical user interface is provided through a terminal device, and at least part of a battle scene is displayed on the graphical user interface. The method includes:
[0008] In response to a battle report playback operation, obtain the attribute information of each virtual object in a target historical battle round. The attribute information includes: the identifier of each virtual object, the three-dimensional coordinates of each virtual object in the battle scene, and the attack parameters of each virtual object;
[0009] According to the attribute information of each virtual object in the target historical battle round, display a three-dimensional battle report interface, and display the three-dimensional battle scenes of at least some target virtual objects in the target historical battle round on the three-dimensional battle report interface.
[0010] In a second aspect, the present invention provides a battle report display apparatus. A graphical user interface is provided through a terminal device, and at least part of a battle scene is displayed on the graphical user interface. The battle report display apparatus includes:
[0011] A response module, configured to obtain the attribute information of each virtual object in a target historical combat round in response to a combat report playback operation, where the attribute information includes: the identifier of each virtual object, the three-dimensional coordinates of each virtual object in the combat scene, and the attack parameters of each virtual object.
[0012] A display module, configured to display a three-dimensional combat report interface according to the attribute information of each virtual object in the target historical combat round, and display the three-dimensional combat scene of at least some target virtual objects in the target historical combat round on the three-dimensional combat report interface.
[0013] In a third aspect, the present invention provides an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the combat report display method according to any one of the foregoing embodiments.
[0014] In a fourth aspect, the present invention provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it performs the steps of the combat report display method according to any one of the foregoing embodiments.
[0015] The beneficial effects of this application are as follows:
[0016] In the combat report display method, device, electronic device, and storage medium provided by the embodiments of this application, the method can provide a graphical user interface through a terminal device, and at least part of the combat scene is displayed on the graphical user interface. The method may include: obtaining the attribute information of each virtual object in a target historical combat round in response to a combat report playback operation, where the attribute information includes: the identifier of each virtual object, the three-dimensional coordinates of each virtual object in the combat scene, and the attack parameters of each virtual object; displaying a three-dimensional combat report interface according to the attribute information of each virtual object in the target historical combat round, and displaying the three-dimensional combat scene of at least some target virtual objects in the target historical combat round on the three-dimensional combat report interface, realizing that when a player wants to view a combat report, the three-dimensional combat scene of at least some target virtual objects in the target historical combat round can be displayed through the three-dimensional combat report interface, so that through this three-dimensional combat scene, the player's battlefield situation awareness can be improved, and it is beneficial for the player to perform three-dimensional strategy analysis based on this and accumulate combat experience. Description of the Drawings
[0017] To more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings required for use in the embodiments. It should be understood that the following drawings only show some embodiments of the present application and should not be regarded as limiting the scope. For those of ordinary skill in the art, without creative efforts, other related drawings can also be obtained based on these drawings.
[0018] Figure 1 A schematic flowchart of a battle report display method provided by an embodiment of the present application;
[0019] Figure 2 A schematic flowchart of another battle report display method provided by an embodiment of the present application;
[0020] Figure 3 A schematic flowchart of another battle report display method provided by an embodiment of the present application;
[0021] Figure 4 A schematic diagram of a three-dimensional battle report interface provided by an embodiment of the present application;
[0022] Figure 5 A schematic diagram of another timeline control provided by an embodiment of the present application;
[0023] Figure 6 A schematic flowchart of another battle report display method provided by an embodiment of the present application;
[0024] Figure 7 A schematic flowchart of another battle report display method provided by an embodiment of the present application;
[0025] Figure 8 A schematic diagram of a four-dimensional coordinate data provided by an embodiment of the present application;
[0026] Figure 9 A schematic diagram of another three-dimensional battle report interface provided by an embodiment of the present application;
[0027] Figure 10 A schematic diagram of the functional modules of a battle report display device provided by an embodiment of the present application;
[0028] Figure 11 A schematic diagram of the structure of an electronic device provided by an embodiment of the present application. Detailed implementation manners
[0029] To make the objectives, technical solutions and advantages of the embodiments of this application clearer, the technical solutions in the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of this application. Apparently, the described embodiments are some but not all of the embodiments of this application. The components of the embodiments of this application generally described and illustrated in the drawings here can be arranged and designed in various different configurations.
[0030] Therefore, the detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of this application that is claimed, but is merely representative of selected embodiments of this application. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of this application without creative efforts shall fall within the scope of protection of this application.
[0031] It should be noted that like reference numerals and letters denote like items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings.
[0032] In the prior art, when it is necessary to view the battle report in a strategy game, it is often based on the text battle report mode, and the evolution of the battle situation recorded by the text or numerical values at discrete time nodes is viewed. Therefore, the existing battle report display method has a single presentation dimension, and the player's perception of the battlefield situation is relatively low, which is not conducive to the player's strategic analysis.
[0033] In view of this, the embodiments of this application provide a battle report display method, which realizes that at least part of the three-dimensional battle scenes of target virtual objects in a target historical battle round can be displayed through a three-dimensional battle report interface, can improve the player's perception of the battlefield situation, and is conducive to the player's three-dimensional strategic analysis and accumulation of combat experience based on this.
[0034] In one embodiment of the present disclosure, the battle report display method can run on a local terminal device or a server. When the battle report display method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0035] In an alternative embodiment, various cloud applications can run under a cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and operation of the battle report display method are completed on the cloud game server, and the function of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.
[0036] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The way the local terminal device provides the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes the game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0037] In a possible embodiment, an embodiment of the present invention provides a battle report display method, which provides a graphical user interface through a terminal device, where the terminal device can be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system.
[0038] The battle report display method provided by the present disclosure will be described in detail below through multiple embodiments.
[0039] Figure 1 It is a schematic flowchart of a battle report display method provided by an embodiment of the present application. Optionally, the method provided by the present application can be applied to strategy games (Simulation Game, SLG), such as turn-based strategy (TBS), real-time strategy (RTS), simulation business, etc., which are not limited herein and can be different according to the actual application scenario. Among them, the graphical user interface provided by the terminal device can display at least part of the battle scene, such as Figure 1 As shown, the method includes:
[0040] Step 101: In response to a battle report replay operation, obtain the attribute information of each virtual object within the target historical battle round.
[0041] The attribute information of each virtual object includes: the identifier of each virtual object, the three-dimensional coordinates of each virtual object in the battle scene, and the attack parameters of each virtual object.
[0042] In some embodiments, the target historical battle round can be the previous battle round defaulted based on the current time, or can be specified by the player. For example, any battle round completed within a historical time can be specified as the target historical battle round, which is not limited herein and can vary according to the actual application scenario.
[0043] Optionally, during the target historical battle round, the attribute information of each virtual object during the target historical battle round can be synchronously obtained and stored at a preset location. In some embodiments, the preset location can be a specified location on the local terminal device, or alternatively, it can be a specified location on the game server, which is not limited herein.
[0044] In some embodiments, the identifier of each virtual object can include the nickname, number, etc. of each virtual object; the three-dimensional coordinates of each virtual object in the battle scene, that is, the three-dimensional coordinates of each virtual object in the three-dimensional coordinate system corresponding to the battle scene; the attack parameters of each virtual object can include the attack time when each virtual object attacks other virtual objects, the attack type of each virtual object, etc., which is not limited herein.
[0045] Optionally, the battle report replay operation can be generated through a battle report replay control provided by the graphical user interface. For example, the player can perform trigger operations such as clicking, double-clicking, long-pressing, and pressing hard on the battle report replay control. In response to this battle report replay operation, the attribute information of each virtual object within the target historical battle round can be obtained from the preset location. Of course, it should be noted that the battle report replay operation can also be generated by an interactive device (such as a mouse, keyboard, etc.), for example, it can be generated through a preset shortcut key, which is not limited herein.
[0046] Step 102: According to the attribute information of each virtual object within the target historical battle round, display a three-dimensional battle report interface and display the three-dimensional battle scene of at least some target virtual objects within the target historical battle round on the three-dimensional battle report interface.
[0047] Among them, the three-dimensional battle report interface is used to display the three-dimensional battle scene. After obtaining the attribute information of each virtual object within the target historical battle round, the three-dimensional battle scene within the target historical battle round can be reproduced on the three-dimensional battle report interface. The three-dimensional battle scene can include at least some target virtual objects within the target historical battle round, and the battle relationships corresponding to at least some target virtual objects.
[0048] Among them, the battle relationship corresponding to the target virtual object can indicate the attack behavior corresponding to the target virtual object. Optionally, in some embodiments, it can specifically indicate the attacker corresponding to the target virtual object, the attacked party corresponding to the target virtual object, the attack type of the attacker, the attack type of the attacked party, etc., which is not limited herein.
[0049] Optionally, the target virtual object may include: the virtual character manipulated by the target player in the target historical battle round, virtual objects (such as virtual battleships, virtual props), the virtual character manipulated by the enemy player in the target historical battle round, virtual objects (such as virtual vehicles), the virtual environment in the battle scene (such as virtual buildings, virtual terrains, virtual vegetation), etc., which is not limited herein and may vary according to the actual application scenario.
[0050] Applying the embodiments of the present application realizes that when viewing the battle report, the three-dimensional battle scene of at least some target virtual objects in the target historical battle round can be displayed through the three-dimensional battle report interface, so that through this three-dimensional battle scene, the player's battlefield situation awareness can be improved, the three-dimensional strategy analysis experience of the player from the overall situation to the micro-operation can be improved, and combat experience can be accumulated.
[0051] In summary, the embodiments of the present application provide a battle report display method. The method can provide a graphical user interface through a terminal device, and at least part of the battle scene is displayed on the graphical user interface. The method may include: in response to a battle report playback operation, obtaining the attribute information of each virtual object in the target historical battle round, where the attribute information includes: the identifier of each virtual object, the three-dimensional coordinates of each virtual object in the battle scene, and the attack parameters of each virtual object; according to the attribute information of each virtual object in the target historical battle round, displaying a three-dimensional battle report interface, and displaying the three-dimensional battle scene of at least some target virtual objects in the target historical battle round on the three-dimensional battle report interface, realizing that when the player wants to view the battle report, the three-dimensional battle scene of at least some target virtual objects in the target historical battle round can be displayed through the three-dimensional battle report interface, so that through this three-dimensional battle scene, the player's battlefield situation awareness can be improved, and it is beneficial for the player to perform three-dimensional strategy analysis based on this and accumulate combat experience.
[0052] Figure 2 It is a schematic flowchart of another battle report display method provided by the embodiments of the present application. In an optional implementation manner, the above method further includes:
[0053] Step 201, during the display process of the three-dimensional battle scene, in response to an adjustment trigger operation on the three-dimensional battle scene, obtaining adjustment parameters corresponding to the adjustment trigger operation.
[0054] Optionally, the adjustment parameters include any one of the following: rotation angle, scaling ratio, translation distance.
[0055] In some embodiments, during the display of a three-dimensional battle scene, an adjustment trigger operation for the three-dimensional battle scene can be generated based on multimodal interaction technology. Optionally, the adjustment trigger operation can specifically be: an adjustment trigger operation for the camera angle, an adjustment trigger operation for the camera zoom, an adjustment trigger operation for the camera pan, etc., which is not limited herein.
[0056] For example, an adjustment trigger operation for the camera angle can be generated by single-finger clicking and sliding on a specific area (such as the middle area) in the three-dimensional battle report interface. Of course, the specific interaction method is not limited thereto.
[0057] Based on the above description, it can be understood that for different types of adjustment trigger operations, corresponding adjustment parameters can be obtained. The adjustment parameter can specifically be any one of the rotation angle, the zoom ratio, and the translation distance, which is not limited herein.
[0058] Step 202: Display the adjusted three-dimensional battle scene in the three-dimensional battle report interface according to the adjustment parameter corresponding to the adjustment trigger operation.
[0059] Among them, after obtaining the adjustment parameter corresponding to the adjustment trigger operation, the three-dimensional battle scene currently displayed in the three-dimensional battle report interface can be adjusted accordingly. When specifically adjusting, the following adjustment methods can be referred to:
[0060] In some implementation manners, the display perspective of the currently displayed three-dimensional battle scene can be adjusted. For example, the current first display angle (such as the top-down angle) can be rotated and adjusted to the second display angle (such as the upward-looking angle) to achieve flexible adjustment of the viewing angle, so that players can view in all directions and three-dimensionally, improving the players' battlefield situation awareness.
[0061] In some other implementation manners, the zoom ratio of the currently displayed three-dimensional battle scene can be adjusted. For example, a magnification operation can be performed on a local area of the currently displayed three-dimensional battle scene to clearly view the combat details of both sides during the target historical battle rounds in that local area. Also, for example, if the currently displayed three-dimensional battle scene is not a global three-dimensional battle scene, a reduction operation can be performed on the currently displayed three-dimensional battle scene so that the global three-dimensional battle report interface can be displayed in the three-dimensional battle report interface, enabling players to grasp the global combat layout of both sides during the target historical battle rounds.
[0062] In some other implementation manners, the currently displayed three-dimensional battle scene can be adjusted by translation. For example, the first three-dimensional battle scene currently displayed in the three-dimensional battle report interface can be switched to the second three-dimensional battle scene. Among them, there may be some identical target virtual objects in the first three-dimensional battle scene and the second three-dimensional battle scene. Of course, in some scenarios, the target virtual objects in the first three-dimensional battle scene and the second three-dimensional battle scene can be completely different, which is not limited here and can vary according to the actual application scenario. During the battle report review process, players can select three-dimensional battle scenes in any area for viewing, so that players can analyze the combat behaviors of specific target virtual objects in the three-dimensional battle scene corresponding to the translation operation, improving the player's layout strategy.
[0063] Of course, it should be noted that according to the actual application scenario, various types of combined adjustments can also be performed in sequence. For example, the display perspective can be adjusted first, and then the translation can be adjusted. Or, the scaling ratio can be adjusted first, and then the display angle can be adjusted. This is not limited here and can be flexibly selected according to the actual application scenario.
[0064] In summary, compared with the existing solution of using a fixed perspective video stream playback for battle report replay, the embodiments of the present application achieve flexible adjustment and free control of the display perspective, scaling ratio, and display area of the three-dimensional battle scene during the display process of the three-dimensional battle scene, enabling multi-dimensional verification and deduction of the development of the battle situation and further improving the player's battlefield situation awareness.
[0065] Figure 3 It is a schematic flowchart of another battle report display method provided by the embodiments of the present application. Figure 4 It is a schematic diagram of a three-dimensional battle report interface provided by the embodiments of the present application. In an alternative implementation manner, as Figure 4 shown, the three-dimensional battle report interface further includes a timeline control, and the timeline control includes a track M1, a slider M2, and a play control M3. As Figure 3 shown, the above method further includes:
[0066] Step 301, in response to a first trigger operation on the play control, play the three-dimensional battle scene corresponding to the target historical battle round.
[0067] Among them, the first trigger operation can be used to switch the play control M3 from the paused play state to the play state. In response to this first trigger operation, the three-dimensional battle scene corresponding to the target historical battle round can be played in the three-dimensional battle report interface 11. Optionally, when specifically playing, it can be played starting from the start time of the corresponding round of the target historical battle round.
[0068] Optionally, as Figure 4As shown in the figure, the three-dimensional battle report interface 11 may include, in the three-dimensional battle scene corresponding to the target historical battle rounds displayed, the first battleship cluster operated by the target player and the second battleship cluster controlled by the enemy player. Among them, the first battleship cluster and the second battleship cluster are battle opponent clusters for each other. The first battleship cluster may include multiple first battleships, such as Figure 4 the first battleship A1 and the first battleship A2 in Figure 4 The second battleship cluster may include multiple second battleships, such as
[0069] In addition, referring to Figure 4 As shown, it can also be seen that a battle relationship identifier N1 is marked between the first battleship A1 and the second battleship B1, and a battle relationship identifier N1 is also marked between the first battleship A2 and the second battleship B1, indicating that there is an attack behavior between the first battleship A1 and the second battleship B1, and there is an attack behavior between the first battleship A2 and the second battleship B1.
[0070] It can be seen that by applying the embodiments of the present application, it is realized that players can view the three-dimensional battle scenes of at least some target virtual objects within the target historical battle rounds through the three-dimensional battle report interface, which can improve the players' battlefield situation awareness and is conducive to players' three-dimensional strategy analysis based on this and accumulating combat experience.
[0071] It should be noted that the present application does not limit the number of first battleships in the first battleship cluster and the number of second battleships in the second battleship cluster here. It should be understood that Figure 4 only some battleships in the first battleship cluster and the second battleship cluster are marked in
[0072] In addition, it should be noted that the types of target virtual objects in the three-dimensional battle scene are not limited to virtual battleships. According to the actual application scenarios, other types of virtual objects may also be included. Optionally, other types of virtual objects may include: virtual characters, virtual vehicles, virtual environments in the battle scene (such as virtual buildings, virtual terrains, virtual vegetation), etc., which are not limited here.
[0073] Step 302: During the playback of the three-dimensional battle scene, in response to the second trigger operation of the slider on the track, play the three-dimensional battle scene on the three-dimensional battle report interface starting from the first playback time, and the first playback time is determined according to the first position of the slider on the track.
[0074] Optionally, during the playback of the three-dimensional battle scene, the slider M2 can be controlled to move on the track M1 through triggering methods such as dragging, long-pressing and dragging, etc., so as to generate a second triggering operation. In response to this second triggering operation, the first viewing time can be determined according to the first position of the slider M2 on the track M1, and the three-dimensional battle scene can be played from the first viewing time in the three-dimensional battle report interface 11.
[0075] Among them, the first viewing time can be any moment within the historical combat time period corresponding to the target historical battle round, and no limitation is made here. Refer to Figure 4 As shown, the first viewing time can be the 43rd second within the historical combat time period, but it is not limited thereto.
[0076] Applying the embodiments of the present application, it is realized that the start playback time of the three-dimensional battle scene can be flexibly adjusted according to the first position of the slider on the track, so that the player can play from a specific first time according to the actual viewing needs, realizing the flexible playback of the three-dimensional battle scene, and improving the flexibility and applicability of the method of the present application.
[0077] In an alternative embodiment, the above-mentioned displaying at least part of the three-dimensional battle scenes of the target virtual objects within the target historical battle round in the three-dimensional battle report interface includes:
[0078] In response to the setting operation on the speed control in the timeline control, at least part of the three-dimensional battle scenes of the target virtual objects within the target historical battle round are displayed in the three-dimensional battle report interface at the target playback speed corresponding to the setting operation.
[0079] Continuing to refer to Figure 4 As shown, the timeline control can also include a speed control M4. Optionally, the speed control M4 can be configured to include multiple preset playback speeds. Optionally, the player can act on the speed control M4 through triggering methods such as clicking, long-pressing, and pressing hard to select a target playback speed from the multiple preset playback speeds and generate a corresponding setting operation.
[0080] It should be noted that the multiple preset playback speeds can include playback speeds greater than 1, such as 1.5 times speed (×1.5), 2 times speed (×2), etc. Of course, they can also include playback speeds less than 1, such as 0.5 times speed (×0.5), 0.8 times speed (×0.8), etc. No limitation is made here, and it can be flexibly set according to the actual application scenario.
[0081] Optionally, during the process of setting the target playback speed, the player can click on the speed control M4 multiple times to switch between multiple preset playback speeds until the target playback speed is selected. Of course, the specific switching method is not limited to this. In some embodiments, the speed control M4 can also be operated by sliding to switch between multiple preset playback speeds until the target playback speed is selected.
[0082] Among them, in response to the setting operation on the speed control M4, the target playback speed corresponding to the setting operation can be obtained, and the three-dimensional battle scene of at least some target virtual objects in the target historical battle round can be played at the target playback speed in the three-dimensional battle report interface. For example, Figure 4 as shown, the target playback speed can be set to 2 times speed (×2), that is, the three-dimensional battle scene of at least some target virtual objects in the target historical battle round is played at 2 times speed, realizing the playback of the three-dimensional battle scene at any playback speed. For example, when a playback speed greater than 1 is selected as the target playback speed, the playback speed of the three-dimensional battle scene can be increased, reducing the time cost of the player in the battle report playback and enhancing the player's gaming experience. Also, for example, when a playback speed less than 1 is selected as the target playback speed, it is beneficial for the player to conduct in-depth analysis of the game strategy, which can improve the flexibility and applicability of the battle report playback method.
[0083] In an alternative embodiment, the track further includes: a first battle curve corresponding to the first battle team and a second battle curve corresponding to the second battle team. Among them, the first battle team and the second battle team are opposing sides. The first battle team includes multiple first target virtual objects, and the second battle team includes multiple second target virtual objects. At least some of the destruction time points of the first target virtual objects are marked in the first battle curve, and at least some of the destruction time points of the second target virtual objects are marked in the second battle curve.
[0084] Among them, continuing to refer to Figure 4 as shown and further illustrating with the foregoing examples, optionally, the first battle team can be the first battleship cluster operated by the target player, the first battle team can include multiple first battleships, the second battle team can be the second battleship cluster operated by the enemy player, and the second battle team can include multiple second battleships. In some embodiments, the first battle curve L1 corresponding to the first battle team and the second battle curve L2 corresponding to the second battle team can also be marked on the track M1.
[0085] In addition, at least some of the destruction time points M5 of the first battleships can also be marked on the first battle curve L1, and at least some of the destruction time points M6 of the second battleships can also be marked on the second battle curve L2. Taking the first battleship A1 in the first battleship cluster as an example, that is, if the first battleship A1 is destroyed at the 4th second during the historical round of battle, the destruction time point of the first battleship A1 is marked on the first battle curve L1.
[0086] Applying the embodiments of the present application enables intuitive knowledge of the destruction time points of each first target virtual object through the first battle curve, and enables intuitive knowledge of the destruction time points of each second target virtual object through the second battle curve, so that players can optimize the layout strategy according to the destruction time points of each target virtual object subsequently and improve the victory rate.
[0087] Figure 5 It is a schematic diagram of another timeline control provided by the embodiments of the present application. In an alternative embodiment, the number of first target virtual objects corresponding to the first battle team is also marked in the first battle curve, and the number of second target virtual objects corresponding to the second battle team is also marked in the second battle curve.
[0088] Among them, the first battle curve L1 can also mark the number of first target virtual objects corresponding to the first battle team, and the second battle curve L2 can also mark the number of second target virtual objects corresponding to the second battle team.
[0089] For example, as Figure 5 shown, before the battle starts, the first target virtual objects corresponding to the first battle team include 10, and the second target virtual objects corresponding to the second battle team include 8; after the battle ends, the first target virtual objects corresponding to the first battle team include 6, and the second target virtual objects corresponding to the second battle team include 4. Of course, it should be noted that the specific display method is not limited to this. For example, the number of target virtual objects corresponding to each battle team can also be displayed during the intermediate battle time.
[0090] Continuing to refer to Figure 5 shown, of course, in some embodiments, the first battle curve L1 can also be marked with the identification of the destroyed first target virtual object, and the second battle curve L2 can also be marked with the identification of the destroyed second target virtual object.
[0091] Taking the first battle curve as an example for illustration, as Figure 5 shown, if the first battleships A1, A5, A8, and A2 are successively destroyed during the historical round of battle, the identification of the destroyed battleships can be marked in the first battle curve L in sequence according to the destruction time of each first battleship. Of course, the specific identification method is not limited to this.
[0092] Applying the embodiments of the present application enables intuitive marking of the number of target virtual objects corresponding to each battle team through the battle curve, so that players can intuitively know the number distribution of the target virtual objects of both sides in the target historical battle round, and improve the playback experience of the player's battle report.
[0093] Figure 6Schematic flowchart of another battle report display method provided by an embodiment of the present application. In an alternative embodiment, the above method further includes:
[0094] Step 601: In response to a third trigger operation on the play control in the timeline control, switch the display of the play control from the play state to the paused play state.
[0095] Step 602: In response to a fourth trigger operation of the slider on the track, display a static frame of the 3D battle scene corresponding to the second review time in the 3D battle report interface, where the second review time is determined according to the second position of the slider on the track.
[0096] Refer to Figure 5 As shown, optionally, a player can generate a third trigger operation by performing trigger operations such as clicking, long - pressing, or force - pressing on the play control M3. In response to this third trigger operation, the play control M3 can be switched from Figure 4 the play state shown in Figure 5 to the paused play state shown.
[0097] When the play control M3 is in the paused play state, optionally, a player can control the slider M2 to move on the track M1 by means of trigger methods such as dragging, long - pressing and dragging, etc., thereby generating a fourth trigger operation. In response to this fourth trigger operation, the second review time can be determined according to the second position of the slider M2 on the track M1, and a static frame of the 3D battle scene corresponding to the second review time is displayed in the 3D battle report interface 11. Among them, the static frame of the 3D battle scene is also the 3D battle scene in a static state.
[0098] Among them, the second review time can be any moment within the historical combat time period corresponding to the target historical battle round, which is not limited herein. Refer to Figure 4 As shown, the second review time can be the 33rd second within the historical combat time period, but it is not limited thereto. In addition, refer to Figure 5 As shown, it can be seen that the target playback speed indicated by the speed control M4 can also be set to 0.5 times. Of course, the specific setting method is not limited thereto.
[0099] Applying the embodiment of the present application enables flexible selection of a static frame of the 3D battle scene corresponding to a specific review time for review according to the actual battle report review requirements, so that players can further analyze the layout strategy based on this, improving the flexibility and applicability of the method of the present application.
[0100] In an alternative embodiment, before the above - mentioned obtaining the attribute information of each virtual object within the target historical battle round in response to the battle report playback operation, it further includes:
[0101] During the target historical battle round, collect the attribute information of each virtual object within the target historical battle round according to a preset collection frequency.
[0102] Among them, the preset collection frequency is used to indicate the collection frequency of the attribute information of each virtual object during the target historical battle round. In some embodiments, the attribute information of each virtual object within the target historical battle round collected can be stored in the game server, so that when the target player and the enemy player replay the three-dimensional battle scene corresponding to the same target historical battle round, they can respectively obtain the attribute information of each virtual object within the target historical battle round through the game server, avoiding affecting the operating performance of the local terminal device when storing it in the local terminal device and improving the applicability of the method of this application.
[0103] Optionally, the preset collection frequency is to collect once every N seconds, where the value of N can be 2, 3, 5, etc., which is not limited herein and can be flexibly set according to the actual application scenario.
[0104] Figure 7 It is a schematic flowchart of another battle report display method provided by an embodiment of this application. Figure 8 It is a schematic diagram of four-dimensional coordinate data provided by an embodiment of this application. In an alternative implementation, as Figure 7 shown, the above-mentioned method of displaying a three-dimensional battle report interface based on the attribute information of each virtual object within the target historical battle round and displaying the three-dimensional battle scene of at least some target virtual objects within the target historical battle round in the three-dimensional battle report interface includes:
[0105] Step 701: Obtain the three-dimensional models of each target virtual object according to the identifiers of each target virtual object and the installation package of the target game.
[0106] Optionally, the installation package of the target game may carry the three-dimensional models of each virtual object in the target game. When specifically obtaining, the three-dimensional models of each target virtual object can be queried and obtained from the installation package of the target game according to the identifiers of each target virtual object.
[0107] Step 702: Obtain the four-dimensional coordinate data of each target virtual object at each preset collection moment according to the attack parameters of each target virtual object at each preset collection moment and the three-dimensional coordinates of each target virtual object in the battle scene.
[0108] Among them, the four-dimensional coordinate data of each target virtual object may include: the three-dimensional coordinates of each target virtual object in the battle scene and the collection moment corresponding to the three-dimensional coordinates. Optionally, the four-dimensional coordinate data of each target virtual object at each preset collection moment can be stored in a preset four-dimensional coordinate database.
[0109] Refer to Figure 8As shown, taking the target virtual object C as an example for illustration, the four-dimensional coordinate data of the target virtual object C at the acquisition moment t1 can be denoted as (x1, y1, z1, t1), the four-dimensional coordinate data of the target virtual object C at the acquisition moment t2 can be denoted as (x2, y2, z2, t2), and the four-dimensional coordinate data of the target virtual object C at the acquisition moment t3 can be denoted as (x3, y3, z3, t3). In some embodiments, the obtained four-dimensional coordinate data can be subsequently stored in a four-dimensional coordinate database uniformly.
[0110] Step 703: According to the four-dimensional coordinate data of each target virtual object at each preset acquisition moment, call the three-dimensional models of each target virtual object in the three-dimensional scene corresponding to the combat scene, so as to display the three-dimensional combat scenes of at least some target virtual objects in the target historical combat round in the three-dimensional scene.
[0111] Optionally, when specifically displaying, a dynamic three-dimensional field combat scene can be reconstructed according to the three-dimensional models of each target virtual object and the four-dimensional coordinate data of each target virtual object at each preset acquisition moment. Specifically, when reconstructing, a three-dimensional scene corresponding to the combat scene can be pre-constructed first, and then based on the four-dimensional coordinate data of each target virtual object at each preset acquisition moment, the three-dimensional coordinates of each target virtual object at each preset acquisition moment can be obtained, and accordingly, the three-dimensional models of each target virtual object can be displayed in the three-dimensional scene corresponding to the combat scene, so as to realize the construction of the three-dimensional combat scene, and the three-dimensional scene in the target historical combat round can be restored through the three-dimensional combat scenes of at least some target virtual objects in the target historical combat round.
[0112] Applying the embodiments of the present application realizes that the battle report can be viewed back through the three-dimensional combat scene, so that the battlefield situation awareness of players can be improved during the battle report viewing process, the three-dimensional strategy analysis experience of players from the overall situation to the micro-operation can be improved, and the layout strategy can be enhanced.
[0113] Figure 9 This is a schematic diagram of a three-dimensional combat scene provided by the embodiments of the present application. In an alternative embodiment, the adjustment trigger operation includes at least one of the following: a touch operation of single-finger clicking and sliding, a touch operation of two-finger reverse sliding, a touch operation of two-finger forward sliding, and a touch operation of two-finger long pressing and sliding.
[0114] Optionally, the touch operation of single-finger clicking and sliding can be used to generate an adjustment trigger operation for the camera angle. For example, an adjustment trigger operation for the camera angle can be generated by single-finger clicking and sliding on a specific area (such as the middle area) in the three-dimensional battle report interface, but not limited thereto.
[0115] Refer to Figure 9 As shown, for example, Figure 4Adjust the three-dimensional battle scene at the shown angle to Figure 9 The three-dimensional battle scene at the shown angle, that is, both are three-dimensional battle scenes shown at different camera angles.
[0116] The touch operation of reverse sliding with two fingers can be used to generate an adjustment trigger operation for zooming in the camera. For example, it can act on a specific area (such as the middle area) in the three-dimensional battle report interface by the way of reverse sliding with two fingers (that is, the touch operation of sliding two fingers away) to generate an adjustment trigger operation for zooming in the camera, but not limited thereto.
[0117] The touch operation of same-direction sliding with two fingers can be used to generate an adjustment trigger operation for zooming out the camera. For example, it can act on a specific area (such as the middle area) in the three-dimensional battle report interface by the way of same-direction sliding with two fingers (that is, the touch operation of sliding two fingers closer) to generate an adjustment trigger operation for zooming out the camera, but not limited thereto.
[0118] The touch operation of long-pressing and sliding with two fingers can be used to generate an adjustment trigger operation for panning the camera. For example, it can act on a specific area (such as the middle area) in the three-dimensional battle report interface by the way of long-pressing and sliding with two fingers to generate an adjustment trigger operation for panning the camera, but not limited thereto.
[0119] In summary, the embodiments of the present application enable players to flexibly adjust and freely control the display perspective, zoom ratio, and display area of the three-dimensional battle scene according to the requirements of battle report playback, further improving the players' perception of the battlefield situation.
[0120] In an optional implementation manner, at least one of the following is shown in the three-dimensional battle scene: the identifier of the target virtual object, the combat power parameter of the target virtual object, the combat positions of each target virtual object in the battle scene, and the battle relationship between each target virtual object.
[0121] Among them, the identifier of the target virtual object may include the team identifier to which the target virtual object belongs, the nickname, number, etc. of the target virtual object, which are not limited herein.
[0122] The combat power parameter of the target virtual object can represent the overall combat power of the target virtual object. Optionally, the combat power parameter of the target virtual object can be determined according to the blood volume of the target virtual object, the equipment of the target virtual object, the level of the target virtual object, etc., which are not limited herein.
[0123] The combat position of the target virtual object in the battle scene can be determined according to the three-dimensional coordinates of the target virtual object in the battle scene.
[0124] The battle relationship between target virtual objects can indicate the corresponding attack behaviors of the target virtual objects.
[0125] Of course, it should be noted that the content shown in the three-dimensional battle scene is not limited to this, and can be flexibly set according to the actual application scenario.
[0126] In an alternative embodiment, the battle relationships between the target virtual objects include at least one of the following: the attack type identifier of each target virtual object, the attack target identifier of each target virtual object, and the passive defense identifier of each target virtual object.
[0127] Continuing to refer to Figure 9 As shown, in some embodiments, the attack type identifier of each target virtual object can also be displayed in the three-dimensional battle scene, where the attack type can include normal attack and skill attack.
[0128] In some embodiments, the skill attack between target virtual objects can be represented by the first attack type identifier N1, and the normal attack between target virtual objects can be represented by the second attack type identifier N2. Of course, the specific display manner is not limited to this.
[0129] In addition, in some embodiments, the attack target identifier of each target virtual object can also be displayed in the three-dimensional battle scene. Optionally, the display manner can be Figure 9 the identifier N4 shown; furthermore, the passive defense identifier of each target virtual object can also be displayed in the three-dimensional battle scene. Optionally, the display manner can be Figure 9 the identifier N3 shown.
[0130] Of course, it should be noted that the display forms of the attack type identifier, the attack target identifier, and the passive defense identifier are not limited to this, and can be flexibly set according to the actual application scenario.
[0131] Based on the above description, referring to Figure 9 it can be seen that the attack target of the first battleship A2 is the second battleship B1, and the first battleship A2 launched a normal attack and a skill attack on the second battleship B1, and the normal attack and the skill attack triggered the passive defense skill of the second battleship B1.
[0132] Applying the embodiments of the present application realizes that the attack behaviors between the target virtual objects shown in the three-dimensional battle scene can be intuitively and quickly known, improving the flexibility and applicability of the method of the present application.
[0133] Figure 10Schematic diagram of the functional modules of a battle report display device provided by an embodiment of the present application. The basic principle and technical effects of this device are the same as those of the corresponding method embodiment described above. For the sake of brief description, for parts not mentioned in this embodiment, reference can be made to the corresponding content in the method embodiment. Among them, the battle report display device can provide a graphical user interface through a terminal device, and at least part of the battle scene is displayed on the graphical user interface, such as Figure 10 As shown, the battle report display device includes:
[0134] A response module 110, configured to obtain the attribute information of each virtual object in a target historical battle round in response to a battle report playback operation. The attribute information includes: the identifier of each virtual object, the three-dimensional coordinates of each virtual object in the battle scene, and the attack parameters of each virtual object;
[0135] A display module 120, configured to display a three-dimensional battle report interface according to the attribute information of each virtual object in the target historical battle round, and display at least part of the three-dimensional battle scenes of the target virtual objects in the target historical battle round on the three-dimensional battle report interface.
[0136] In an optional implementation manner, the battle report display device further includes: an adjustment module, configured to obtain adjustment parameters corresponding to the adjustment trigger operation in response to an adjustment trigger operation on the three-dimensional battle scene during the display process of the three-dimensional battle scene. The adjustment parameters include any one of the following: rotation angle, scaling ratio, and translation distance;
[0137] Display the adjusted three-dimensional battle scene in the three-dimensional battle report interface according to the adjustment parameters corresponding to the adjustment trigger operation.
[0138] In an optional implementation manner, the three-dimensional battle report interface further includes a timeline control. The timeline control includes a track, a slider, and a playback control. The display module 120 is further configured to play the three-dimensional battle scene corresponding to the target historical battle round in response to a first trigger operation on the playback control;
[0139] During the playback of the three-dimensional battle scene, in response to a second trigger operation of the slider on the track, play the three-dimensional battle scene from a first look-back time in the three-dimensional battle report interface. The first look-back time is determined according to the first position of the slider on the track.
[0140] In an optional implementation manner, the display module 120 is specifically configured to display at least part of the three-dimensional battle scenes of the target virtual objects in the target historical battle round on the three-dimensional battle report interface at a target playback speed corresponding to the setting operation in response to a setting operation on the speed control in the timeline control.
[0141] In an alternative embodiment, the track further includes: a first battle curve corresponding to a first battle team and a second battle curve corresponding to a second battle team, wherein the first battle team and the second battle team are opponents, the first battle team includes a plurality of first target virtual objects, the second battle team includes a plurality of second target virtual objects, the destruction time points of at least some of the first target virtual objects are marked in the first battle curve, and the destruction time points of at least some of the second target virtual objects are marked in the second battle curve.
[0142] In an alternative embodiment, the number of first target virtual objects corresponding to the first battle team is further marked in the first battle curve, and the number of second target virtual objects corresponding to the second battle team is further marked in the second battle curve.
[0143] In an alternative embodiment, the display module 120 is further configured to, in response to a third trigger operation on the play control in the timeline control, switch the display of the play control from the play state to the pause play state;
[0144] In response to a fourth trigger operation of the slider on the track, a static frame of the three-dimensional battle scene corresponding to the second review time is displayed in the three-dimensional battle report interface, and the second review time is determined according to the second position of the slider on the track.
[0145] In an alternative embodiment, the response module 110 is further configured to collect the attribute information of each virtual object in the target historical battle round according to a preset collection frequency during the target historical battle round.
[0146] In an alternative embodiment, the display module 120 is specifically configured to obtain the three-dimensional models of each target virtual object according to the identifiers of each target virtual object and the installation package of the target game;
[0147] According to the attack parameters of each target virtual object at each preset collection moment and the three-dimensional coordinates of each target virtual object in the battle scene, obtain the four-dimensional coordinate data of each target virtual object at each preset collection moment;
[0148] According to the four-dimensional coordinate data of each target virtual object at each preset collection moment, call the three-dimensional models of each target virtual object in the three-dimensional scene corresponding to the battle scene, so as to display the three-dimensional battle scenes of at least some target virtual objects in the target historical battle round in the three-dimensional scene.
[0149] In an alternative embodiment, the adjustment trigger operation includes at least one of the following: a touch operation of single-finger clicking and sliding, a touch operation of two-finger reverse sliding, a touch operation of two-finger same-direction sliding, and a touch operation of two-finger long pressing and sliding.
[0150] In an alternative embodiment, at least one of the following is displayed in the three-dimensional battle scene: the identifier of the target virtual object, the combat power parameter of the target virtual object, the combat positions of the target virtual objects in the battle scene, and the battle relationships between the target virtual objects.
[0151] In an alternative embodiment, the battle relationships between the target virtual objects include at least one of the following: the attack type identifier of each target virtual object, the attack target identifier of each target virtual object, and the passive defense identifier of each target virtual object.
[0152] The above device is used to execute the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, which will not be elaborated here.
[0153] The above modules may be one or more integrated circuits configured to implement the above method. For example: one or more application specific integrated circuits (ASICs), or, one or more microprocessors, or, one or more field programmable gate arrays (FPGAs), etc. Again, when a certain above module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processors that can call program code. Again, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0154] Figure 11 It is a schematic structural diagram of an electronic device provided by an embodiment of the present application, and this electronic device may be integrated into a battle report display device. As Figure 11 shown, this electronic device may include: a processor 210, a storage medium 220, and a bus 230. The storage medium 220 stores machine-readable instructions executable by the processor 210. When the electronic device runs, the processor 210 communicates with the storage medium 220 through the bus 230, and the processor 210 executes the machine-readable instructions to execute the steps of the following method embodiments:
[0155] In response to a battle report playback operation, obtain the attribute information of each virtual object in the target historical battle round, where the attribute information includes: the identifier of each virtual object, the three-dimensional coordinates of each virtual object in the battle scene, and the attack parameters of each virtual object;
[0156] Based on the attribute information of each virtual object in the target historical combat round, display a three-dimensional battle report interface, and display the three-dimensional combat scenes of at least some target virtual objects in the target historical combat round on the three-dimensional battle report interface.
[0157] In an alternative implementation, it further includes:
[0158] During the display process of the three-dimensional combat scene, in response to an adjustment trigger operation on the three-dimensional combat scene, obtain adjustment parameters corresponding to the adjustment trigger operation, where the adjustment parameters include any one of the following: rotation angle, scaling ratio, translation distance;
[0159] According to the adjustment parameters corresponding to the adjustment trigger operation, display the adjusted three-dimensional combat scene on the three-dimensional battle report interface.
[0160] In an alternative implementation, the three-dimensional battle report interface further includes a timeline control, the timeline control includes an orbit, a slider, and a play control, and the method further includes:
[0161] In response to a first trigger operation on the play control, play the three-dimensional combat scene corresponding to the target historical combat round;
[0162] During the playback process of the three-dimensional combat scene, in response to a second trigger operation of the slider on the orbit, start playing the three-dimensional combat scene on the three-dimensional battle report interface from a first look-back time, and the first look-back time is determined according to the first position of the slider on the orbit.
[0163] In an alternative implementation, the step of displaying the three-dimensional combat scenes of at least some target virtual objects in the target historical combat round on the three-dimensional battle report interface includes:
[0164] In response to a setting operation on the speed control in the timeline control, display the three-dimensional combat scenes of at least some target virtual objects in the target historical combat round on the three-dimensional battle report interface at a target playback speed corresponding to the setting operation.
[0165] In an alternative implementation, the orbit further includes: a first combat curve corresponding to a first battle team and a second combat curve corresponding to a second battle team, where the first battle team and the second battle team are opponents in the battle, the first battle team includes a plurality of first target virtual objects, the second battle team includes a plurality of second target virtual objects, the first combat curve identifies the destruction time points of at least some first target virtual objects, and the second combat curve identifies the destruction time points of at least some second target virtual objects.
[0166] In an alternative embodiment, the number of first target virtual objects corresponding to the first battle team is also marked in the first battle curve, and the number of second target virtual objects corresponding to the second battle team is also marked in the second battle curve.
[0167] In an alternative embodiment, the method further includes:
[0168] In response to a third trigger operation on the play control in the timeline control, the play control is switched from the play state to the paused play state for display;
[0169] In response to a fourth trigger operation of the slider on the track, a static frame of the three-dimensional battle scene corresponding to the second review time is displayed in the three-dimensional battle report interface, and the second review time is determined according to the second position of the slider on the track.
[0170] In an alternative embodiment, before obtaining the attribute information of each virtual object in the target historical battle round in response to the battle report playback operation, it further includes:
[0171] During the target historical battle round, the attribute information of each virtual object in the target historical battle round is collected according to a preset collection frequency.
[0172] In an alternative embodiment, according to the attribute information of each virtual object in the target historical battle round, a three-dimensional battle report interface is displayed, and a three-dimensional battle scene of at least some of the target virtual objects in the target historical battle round is displayed in the three-dimensional battle report interface, including:
[0173] According to the identifiers of each target virtual object and the installation package of the target game, the three-dimensional models of each target virtual object are obtained;
[0174] According to the attack parameters of each target virtual object at each preset collection moment and the three-dimensional coordinates of each target virtual object in the battle scene, four-dimensional coordinate data of each target virtual object at each preset collection moment is obtained;
[0175] According to the four-dimensional coordinate data of each target virtual object at each preset collection moment, the three-dimensional models of each target virtual object are called in the three-dimensional scene corresponding to the battle scene, so as to display a three-dimensional battle scene of at least some of the target virtual objects in the target historical battle round in the three-dimensional scene.
[0176] In an alternative embodiment, the adjustment trigger operation includes at least one of the following: a touch operation of single-finger click and slide, a touch operation of two-finger reverse slide, a touch operation of two-finger same-direction slide, and a touch operation of two-finger long press and slide.
[0177] In an alternative embodiment, at least one of the following is displayed in the three-dimensional battle scene: the identifier of the target virtual object, the combat power parameter of the target virtual object, the combat positions of each target virtual object in the battle scene, and the battle relationships between each target virtual object.
[0178] In an alternative embodiment, the battle relationships between each target virtual object include at least one of the following: the attack type identifier of each target virtual object, the attack target identifier of each target virtual object, and the passive defense identifier of each target virtual object.
[0179] The specific implementation manners and technical effects of the above method embodiments are similar to those described above and will not be elaborated here.
[0180] Optionally, the present application further provides a storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the steps of the following method embodiments:
[0181] A battle report display method provides a graphical user interface through a terminal device, and at least part of the battle scene is displayed on the graphical user interface. The method includes:
[0182] In response to a battle report playback operation, obtain the attribute information of each virtual object in the target historical battle round. The attribute information includes: the identifier of each virtual object, the three-dimensional coordinates of each virtual object in the battle scene, and the attack parameters of each virtual object;
[0183] According to the attribute information of each virtual object in the target historical battle round, display a three-dimensional battle report interface, and display the three-dimensional battle scene of at least part of the target virtual objects in the target historical battle round on the three-dimensional battle report interface.
[0184] In an alternative embodiment, it further includes:
[0185] During the display process of the three-dimensional battle scene, in response to an adjustment trigger operation on the three-dimensional battle scene, obtain the adjustment parameters corresponding to the adjustment trigger operation. The adjustment parameters include any one of the following: rotation angle, scaling ratio, and translation distance;
[0186] According to the adjustment parameters corresponding to the adjustment trigger operation, display the adjusted three-dimensional battle scene on the three-dimensional battle report interface.
[0187] In an alternative embodiment, the three-dimensional battle report interface further includes a timeline control. The timeline control includes a track, a slider, and a play control. The method further includes:
[0188] In response to a first trigger operation on the play control, play the three-dimensional battle scene corresponding to the target historical battle round;
[0189] During the playback of the three-dimensional battle scene, in response to a second triggering operation of the slider on the track, the three-dimensional battle scene is played on the three-dimensional battle report interface starting from a first review time, and the first review time is determined according to the first position of the slider on the track.
[0190] In an alternative embodiment, the step of displaying, on the three-dimensional battle report interface, the three-dimensional battle scene of at least some of the target virtual objects within the target historical battle round includes:
[0191] In response to a setting operation on the speed control in the timeline control, the three-dimensional battle scene of at least some of the target virtual objects within the target historical battle round is displayed on the three-dimensional battle report interface at a target playback speed corresponding to the setting operation.
[0192] In an alternative embodiment, the track further includes: a first battle curve corresponding to a first battle team and a second battle curve corresponding to a second battle team, where the first battle team and the second battle team are opponents in the battle, the first battle team includes a plurality of first target virtual objects, the second battle team includes a plurality of second target virtual objects, the first battle curve identifies the destruction time points of at least some of the first target virtual objects, and the second battle curve identifies the destruction time points of at least some of the second target virtual objects.
[0193] In an alternative embodiment, the first battle curve further identifies the number of first target virtual objects corresponding to the first battle team, and the second battle curve further identifies the number of second target virtual objects corresponding to the second battle team.
[0194] In an alternative embodiment, the method further includes:
[0195] In response to a third triggering operation on the play control in the timeline control, the play control is switched from the play state to the paused play state;
[0196] In response to a fourth triggering operation of the slider on the track, a static frame of the three-dimensional battle scene corresponding to a second review time is displayed on the three-dimensional battle report interface, and the second review time is determined according to the second position of the slider on the track.
[0197] In an alternative embodiment, before obtaining the attribute information of each virtual object within the target historical battle round in response to a battle report playback operation, it further includes:
[0198] During the target historical battle round, the attribute information of each virtual object within the target historical battle round is collected according to a preset collection frequency.
[0199] In an alternative embodiment, based on the attribute information of each virtual object within the target historical combat round, a three-dimensional combat report interface is displayed, and a three-dimensional combat scene of at least some of the target virtual objects within the target historical combat round is presented on the three-dimensional combat report interface, including:
[0200] Obtain the three-dimensional models of each target virtual object according to the identifiers of each target virtual object and the installation package of the target game;
[0201] Obtain the four-dimensional coordinate data of each target virtual object at each preset acquisition moment according to the attack parameters of each target virtual object at each preset acquisition moment and the three-dimensional coordinates of each target virtual object in the combat scene;
[0202] Call the three-dimensional models of each target virtual object in the three-dimensional scene corresponding to the combat scene according to the four-dimensional coordinate data of each target virtual object at each preset acquisition moment, so as to present the three-dimensional combat scene of at least some of the target virtual objects within the target historical combat round in the three-dimensional scene.
[0203] In an alternative embodiment, the adjustment trigger operation includes at least one of the following: a touch operation of single-finger click and slide, a touch operation of two-finger reverse slide, a touch operation of two-finger same-direction slide, a touch operation of two-finger long press and slide.
[0204] In an alternative embodiment, at least one of the following is presented in the three-dimensional combat scene: the identifier of the target virtual object, the combat effectiveness parameter of the target virtual object, the combat positions of each target virtual object in the combat scene, the combat relationships between each target virtual object.
[0205] In an alternative embodiment, the combat relationships between each target virtual object include at least one of the following: the attack type identifier of each target virtual object, the attack target identifier of each target virtual object, the passive defense identifier of each target virtual object.
[0206] The specific implementation manners and technical effects of the above method embodiments are similar to those described above and will not be elaborated here.
[0207] Optionally, the present application further provides a computer program product, which includes instructions that, when executed on an electronic device, cause the electronic device to implement the steps of the above method embodiments.
[0208] In several embodiments provided by the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some interfaces. The indirect couplings or communication connections of devices or units can be in electrical, mechanical or other forms.
[0209] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place, or can be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0210] In addition, the functional units in each embodiment of the present application can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above integrated units can be implemented in the form of hardware, or in the form of hardware plus software functional units.
[0211] The above integrated units implemented in the form of software functional units can be stored in a computer-readable storage medium. The above software functional units stored in a storage medium include several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods in each embodiment of the present application. And the foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (English: Read-Only Memory, abbreviated as: ROM), random access memories (English: Random Access Memory, abbreviated as: RAM), magnetic disks or optical discs that can store program codes.
[0212] It should be noted that in this document, relational terms such as "first" and "second" are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any actual relationship or order between these entities or operations. Moreover, the terms "comprising", "including" or any other variant thereof are intended to cover non-exclusive inclusion, such that a process, method, article or device comprising a series of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such process, method, article or device. Without further limitation, an element defined by the statement "comprising an..." does not exclude the presence of additional identical elements in the process, method, article or device comprising the element.
[0213] The above are only the preferred embodiments of the present application and are not intended to limit the present application. For those skilled in the art, the present application may have various changes and modifications. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included within the protection scope of the present application. It should be noted that similar reference numerals and letters denote similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not require further definition and explanation in subsequent drawings. The above are only the preferred embodiments of the present application and are not intended to limit the present application. For those skilled in the art, the present application may have various changes and modifications. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included within the protection scope of the present application.
Claims
1. A method for displaying battle reports, characterized in that, Providing a graphical user interface through a terminal device, at least part of a battle scene being displayed on the graphical user interface, the method comprising: In response to a battle report playback operation, obtaining attribute information of each virtual object within a target historical battle round, the attribute information including: identifiers of each virtual object, three-dimensional coordinates of each virtual object in the battle scene, and attack parameters of each virtual object; According to the attribute information of each virtual object within the target historical battle round, displaying a three-dimensional battle report interface and presenting a three-dimensional battle scene of at least part of the target virtual objects within the target historical battle round on the three-dimensional battle report interface.
2. The method according to claim 1, wherein Further comprising: During the presentation of the three-dimensional battle scene, in response to an adjustment trigger operation on the three-dimensional battle scene, obtaining adjustment parameters corresponding to the adjustment trigger operation, the adjustment parameters including any one of the following: rotation angle, scaling ratio, translation distance; According to the adjustment parameters corresponding to the adjustment trigger operation, displaying the adjusted three-dimensional battle scene on the three-dimensional battle report interface.
3. The method according to claim 1, wherein The three-dimensional battle report interface further includes a timeline control, the timeline control including an orbit, a slider, and playback controls, the method further comprising: In response to a first trigger operation on the playback controls, playing the three-dimensional battle scene corresponding to the target historical battle round; During the playback of the three-dimensional battle scene, in response to a second trigger operation of the slider on the orbit, starting to play the three-dimensional battle scene from a first look-back time on the three-dimensional battle report interface, the first look-back time being determined according to the first position of the slider on the orbit.
4. The method according to claim 3, characterized in that, The presenting the three-dimensional battle scene of at least part of the target virtual objects within the target historical battle round on the three-dimensional battle report interface includes: In response to a setting operation on the speed control in the timeline control, presenting the three-dimensional battle scene of at least part of the target virtual objects within the target historical battle round on the three-dimensional battle report interface at a target playback speed corresponding to the setting operation.
5. The method according to claim 3, wherein The orbit further includes: a first battle curve corresponding to a first battle team and a second battle curve corresponding to a second battle team, wherein the first battle team and the second battle team are opposing sides, the first battle team includes a plurality of first target virtual objects, the second battle team includes a plurality of second target virtual objects, at least part of the destruction time points of the first target virtual objects are marked on the first battle curve, and at least part of the destruction time points of the second target virtual objects are marked on the second battle curve.
6. The method according to claim 5, wherein The number of first target virtual objects corresponding to the first battle team is further marked on the first battle curve, and the number of second target virtual objects corresponding to the second battle team is further marked on the second battle curve.
7. The method according to claim 3, characterized in that The method further comprises: In response to a third trigger operation on the playback controls in the timeline control, switching the display of the playback controls from the playback state to the pause playback state; In response to a fourth trigger operation of the slider on the orbit, presenting a static frame of the three-dimensional battle scene corresponding to a second look-back time on the three-dimensional battle report interface, the second look-back time being determined according to the second position of the slider on the orbit.
8. The method according to claim 1, wherein Before obtaining the attribute information of each virtual object in the target historical battle round in response to the battle report playback operation, the following also includes: During the target historical battle round, collect the attribute information of each virtual object in the target historical battle round according to a preset collection frequency.
9. The method according to claim 1, characterized in that Displaying a three-dimensional battle report interface based on the attribute information of each virtual object in the target historical battle round, and displaying a three-dimensional battle scene of at least some target virtual objects in the target historical battle round in the three-dimensional battle report interface, includes: Obtain the three-dimensional models of each target virtual object according to the identifiers of each target virtual object and the installation package of the target game; Obtain the four-dimensional coordinate data of each target virtual object at each preset collection moment according to the attack parameters of each target virtual object at each preset collection moment and the three-dimensional coordinates of each target virtual object in the battle scene; According to the four-dimensional coordinate data of each target virtual object at each preset collection moment, call the three-dimensional models of each target virtual object in the three-dimensional scene corresponding to the battle scene, so as to display the three-dimensional battle scene of at least some target virtual objects in the target historical battle round in the three-dimensional scene.
10. The method according to claim 2, wherein The adjustment trigger operation includes at least one of the following: a touch operation of single-finger clicking and sliding, a touch operation of two-finger reverse sliding, a touch operation of two-finger same-direction sliding, and a touch operation of two-finger long pressing and sliding.
11. The method according to any one of claims 1-10, characterized in that, The following at least one is displayed in the three-dimensional battle scene: the identifier of the target virtual object, the combat power parameter of the target virtual object, the combat position of each target virtual object in the battle scene, and the battle relationship between each target virtual object.
12. The method according to claim 11, characterized in that, The battle relationship between each target virtual object includes at least one of the following: the attack type identifier of each target virtual object, the attack object identifier of each target virtual object, and the passive defense identifier of each target virtual object.
13. A battle report display device, characterized in that, Provide a graphical user interface through a terminal device, the graphical user interface displays at least part of the battle scene, and the device includes: A response module, configured to obtain the attribute information of each virtual object in the target historical battle round in response to the battle report playback operation, where the attribute information includes: the identifier of each virtual object, the three-dimensional coordinates of each virtual object in the battle scene, and the attack parameters of each virtual object; A display module, configured to display a three-dimensional battle report interface according to the attribute information of each virtual object in the target historical battle round, and display a three-dimensional battle scene of at least some target virtual objects in the target historical battle round in the three-dimensional battle report interface.
14. An electronic device, characterized in that, Includes: A processor, a storage medium, and a bus, where the storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the battle report display method according to any one of claims 1-12.
15. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, it performs the steps of the battle report display method according to any one of claims 1-12.