A display control method and device, electronic equipment and storage medium

By displaying the battle results of different virtual weapons in the game replay interface, the problem of the inability to effectively review battles in existing technologies has been solved, enabling detailed analysis of the battle process and tactical improvements.

CN122141231APending Publication Date: 2026-06-05NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-03-17
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

Existing game replay methods cannot effectively support players in reviewing the battle process, especially in making improvements to the replay by not being able to effectively utilize the battle results of different virtual weapons.

Method used

By displaying the first combat result based on the first virtual weapon and operational data of the first object in the graphical user interface, and displaying the second combat result based on the second virtual weapon in response to the weapon change event, the combat process can be effectively reviewed.

Benefits of technology

By switching between virtual weapons, the combat results of different virtual weapons are displayed on the graphical user interface, enabling effective review of the battle process and helping players analyze and improve their tactics.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application discloses a display control method and device, electronic equipment and storage medium, which can provide a graphical user interface through a terminal device, at least part of a game scene is displayed in the graphical user interface, and a first object controlled through the terminal device is included in the game scene. A first battle result generated based on a first virtual weapon corresponding to the first object and first operation data is displayed in the graphical user interface; and in response to a weapon replacement event, at least one second virtual weapon is displayed in the graphical user interface, and a second battle result generated based on the at least one second virtual weapon and the first operation data corresponding to the first object is displayed. In this way, by providing a virtual weapon replacement approach, the battle results of using different virtual weapons under the same operation data in the combat process are displayed on the graphical user interface, so that effective review of the combat process is performed.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more particularly to a display control method, device, electronic device, and storage medium. Background Technology

[0002] Currently, most online games, such as multiplayer online games, can store all data from the battle process on a server, allowing players to watch the replay from any perspective after the battle ends. When watching replays, players often have a need for analysis and improvement. For example, if a player is defeated at a certain point in the game, they might want to effectively analyze that moment to improve their chances of winning in the same situation next time.

[0003] Currently, existing games only support replays of matches, and there is no effective solution for how to conduct effective analysis during the replay process. Summary of the Invention

[0004] This application provides a display control method, device, electronic device, and storage medium. By providing a virtual weapon switching method, it displays the combat results of using different virtual weapons under the same operational data during the combat process on a graphical user interface, so as to effectively review the combat process.

[0005] In a first aspect, embodiments of this application provide a display control method, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of a game scene, and the game scene includes a first object controlled by the terminal device. The method includes: The graphical user interface displays a first combat result generated based on the first virtual weapon and first operation data corresponding to the first object. In response to a weapon change event, at least one second virtual weapon is displayed in the graphical user interface, along with a second combat result generated based on the at least one second virtual weapon and the first operation data corresponding to the first object.

[0006] Secondly, embodiments of this application provide a display control device that provides a graphical user interface via a terminal device. The graphical user interface displays at least a portion of a game scene, and the game scene includes a first object controlled by the terminal device. The device includes: The first display module is used to display, in the graphical user interface, a first combat result generated based on the first virtual weapon and first operation data corresponding to the first object; The second display module is configured to, in response to a weapon change event, display at least one second virtual weapon in the graphical user interface, and display a second combat result generated based on the at least one second virtual weapon and the first operation data corresponding to the first object.

[0007] Thirdly, embodiments of this application also provide an electronic device, which includes a processor and a memory, wherein the memory stores a computer program that, when executed by the processor, causes the processor to perform steps of any display control method.

[0008] Fourthly, embodiments of this application also provide a computer-readable storage medium including a processor and a memory, wherein the memory stores a computer program that, when executed by the processor, causes the processor to perform steps of any display control method.

[0009] Fifthly, embodiments of this application also provide a computer program product, including a computer program stored in a computer-readable storage medium; when a processor of an electronic device reads the computer program from the computer-readable storage medium, the processor executes the computer program, causing the electronic device to perform the steps of any of the display control methods provided in embodiments of this application.

[0010] The solution adopted in this application embodiment can provide a graphical user interface (GUI) through a terminal device. The GUI displays at least a portion of the game scene, including a first object controlled by the terminal device. The GUI displays a first combat result generated based on a first virtual weapon corresponding to the first object and first operation data. In response to a weapon change event, at least one second virtual weapon is displayed in the GUI, along with a second combat result generated based on at least one second virtual weapon and the first operation data corresponding to the first object. Thus, by providing a virtual weapon change mechanism, the GUI displays combat results using different virtual weapons under the same operation data during the battle, enabling effective review of the battle process. Attached Figure Description

[0011] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0012] Figure 1 This application provides a scenario illustration; Figure 2This is a flowchart illustrating the display control method provided in an embodiment of this application; Figure 3a This is a schematic diagram of the playback interface provided in the embodiments of this application; Figure 3b This is a partial schematic diagram of the playback interface provided in an embodiment of this application; Figure 3c This is another schematic diagram of a portion of the playback interface provided in an embodiment of this application; Figure 3d This is another schematic diagram of a portion of the playback interface provided in an embodiment of this application; Figure 3e This is another schematic diagram of a portion of the playback interface provided in an embodiment of this application; Figure 4 This is a schematic diagram of the display control device provided in the embodiments of this application; Figure 5 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0013] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application. At the same time, in the description of the embodiments of this application, the terms "first," "second," etc., are only used to distinguish descriptions and should not be construed as indicating or implying relative importance. Thus, features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this application, "multiple" means two or more, unless otherwise explicitly specified.

[0014] This application provides a display control method, apparatus, electronic device, and computer-readable storage medium. Specifically, this embodiment will be described from the perspective of a display control apparatus, which can be integrated into an electronic device. That is, the display control method of this application embodiment can be executed by an electronic device. Optionally, the electronic device may include a terminal device. The terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.

[0015] The display control method provided in this application can be applied to systems such as game replay control systems. This game replay control system can include a player terminal device and a server. The terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link. The player terminal device and the server can communicate bidirectionally via a network.

[0016] Optionally, the server can be a standalone server, or a server network or server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers. Cloud servers consist of a large number of computers or network servers based on cloud computing.

[0017] In one embodiment of this disclosure, the display control method can run on a local terminal device or a server. When the display control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0018] For example, when this display control method is running on a terminal, the terminal device stores a game application and uses it to display virtual scenes in the game. The terminal device is used to interact with the user through the screen, such as by downloading, installing, and running the game application. The way the terminal device provides the screen to the user can be varied; for example, it can render the display on the terminal device's screen or present the screen through holographic projection. For instance, the terminal device can include a touchscreen display and a processor. The touchscreen display is used to present the screen and receive operation commands generated by the user interacting with the screen, which includes game graphics. The processor is used to run the game, generate the screen, respond to operation commands, and control the display of the screen on the touchscreen display.

[0019] For example, when this display control method runs on a server, it can be cloud gaming. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game application and the game screen presentation are separate. The storage and operation of the display control method are completed on the cloud gaming server. The game screen presentation is completed on the cloud gaming client. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, PDA, personal digital assistant, etc. However, the terminal device for processing game data is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client through the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0020] Please see Figure 1 , Figure 1 This is a schematic diagram of a game replay control system provided in an embodiment of this application. The system may include at least one terminal, at least one server, at least one database, and a network. The user's terminal can connect to different game servers via the network. The terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. Furthermore, the system may include multiple databases coupled to different servers, and can continuously store game environment-related information in the databases while different users are playing multiplayer games online.

[0021] This application provides a display control method, which can be executed by a terminal or a server. This application describes the display control method executed by a terminal as an example. The terminal may include a touchscreen display and a processor (of course, the terminal may also use peripherals such as a mouse or keyboard as input devices; this description only uses a touchscreen display). The touchscreen display is used to present the screen and receive operation commands generated by the user's actions on the screen. When the user operates the screen through the touchscreen display, the screen can control the local content of the terminal in response to the received operation commands, or it can control the content of a peer server in response to the received operation commands. For example, the operation commands generated by the user's actions on the screen may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the screen associated with the game on the touchscreen display. The touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously by multiple points on the screen. When the user performs a touch operation on the screen using their finger, the screen, upon detecting the touch operation, controls different virtual objects on the game screen to perform actions corresponding to the touch operation. For example, the game can be any of the following: casual game, action game, role-playing game, strategy game, sports game, puzzle game, etc. The game can include a virtual scene drawn on a graphical user interface displayed on the screen. Furthermore, the virtual scene can include one or more virtual objects, such as virtual characters, controlled by the user (or player). Additionally, the virtual scene can include one or more obstacles, such as railings, ditches, walls, etc., to restrict the movement of virtual objects, for example, restricting the movement of one or more objects to a specific area within the virtual scene. Optionally, the virtual scene can also include one or more elements, such as skills, scores, character health status, energy, etc., to provide assistance to the player, offer virtual services, increase scores related to player performance, etc. Furthermore, the graphical user interface displayed on the screen can present one or more indicators to provide guidance information to the player. For example, the game can include virtual objects controlled by the player and one or more other virtual objects (such as enemy characters). In one embodiment, one or more other virtual objects are controlled by other players in the game. For example, one or more other virtual objects can be controlled by computer devices, such as robots using artificial intelligence (AI) algorithms, to achieve a human-computer interaction mode. For example, virtual objects possess various skills or abilities that game players use to achieve objectives. For instance, a virtual object might possess one or more weapons, items, tools, etc., that can be used to eliminate other objects in the game. Such skills or abilities can be activated by the game player using one of several preset touch operations on the terminal's touchscreen display. The processor can be configured to respond to the operation commands generated by the user's touch operations to display the corresponding game screen.

[0022] It should be noted that, Figure 1 The schematic diagram of the game replay control system shown is merely an example. The game replay control system and scenario described in this application embodiment are for the purpose of more clearly illustrating the technical solutions of this application embodiment and do not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.

[0023] The following detailed description is provided in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.

[0024] This application provides a display control method. A graphical user interface (GUI) is provided through a terminal device, which displays at least a portion of a game scene, the game scene including a first object controlled by the terminal device.

[0025] A graphical user interface (GUI) is a user interface created by executing software applications on the processor of a mobile terminal or other terminal and rendering them on a display screen. It can be the display screen of the terminal device. The GUI can present the entire game scene or only a portion of it. The game scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, and buildings. When the game scene is large, the GUI of the terminal device may only display a portion of the game scene during gameplay. Optionally, the game scene includes game characters, which can be player-controlled characters or NPCs (non-player characters, a type of character in a game, meaning non-player characters). This exemplary embodiment is not limited to these categories.

[0026] A game scene (or virtual scene) is a virtual scene displayed (or provided) by an application while it is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be either a two-dimensional or three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene in which the user controls virtual objects and completes the game logic. For example, in a sandbox 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects to fight. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 3D multiplayer online tactical competitive games, a virtual scene is a 2D or 3D terrain scene used by virtual objects to fight. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.

[0027] The first object refers to a game object controlled through the terminal device. A game object (or virtual object, game character) is a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, virtual animal, anime character, etc. This virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects. (Game) props refer to props that virtual objects can use in a virtual environment, including but not limited to firearms, melee weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to increase their own attributes, assist in combat, or inflict damage on other virtual objects. Virtual props can also be supply props such as bullets, and can also be accessories such as extended magazines, scopes, flash hiders, and stocks that can be equipped on designated virtual weapons.

[0028] Specifically, please refer to Figure 2 , Figure 2 This application provides a display control method, the specific flow of which can be described by the following steps 101-102, wherein: Step 101: Display the first combat result generated based on the first virtual weapon and first operation data corresponding to the first object in the graphical user interface.

[0029] The first virtual weapon refers to the virtual weapon actually used by the first entity during combat. This combat process refers to a series of continuous, causally related decision-making and execution loops between one or more active agents (players, AI, teams) and adversarial objects (opponent players, simulated AI, environmental mechanisms, their own limits) in a rule-bound virtual environment, in order to achieve specific goals (such as defeating an opponent, completing a challenge, or testing limits). The combat process can include the actual combat process conducted by a player controlling the first entity in a game competition. It can also include the training combat process conducted by a player controlling the first entity in a training camp. It is understood that the application scenarios of the combat process can be varied, and their specifics can be adjusted according to actual circumstances; no restrictions are imposed here.

[0030] The executing entity in this embodiment can be a terminal running a game, with a graphical user interface (GUI) provided on the terminal's display. The process of "displaying the first battle result generated based on the first virtual weapon and first operation data corresponding to the first object in the GUI" can include: responding to a battle replay event of the first object, displaying a replay interface in the GUI, the replay interface being used to display the battle process of the first object; and displaying the first battle result generated based on the first virtual weapon and first operation data corresponding to the first object in the replay interface. Specifically, the GUI displays a replay interface of the battle process, which is used to replay the corresponding game screen based on game data from a game match (such as a match in which a player participates or a training match). A game match refers to a match that a player has already finished. For example, after a player completes a game, game data is generated, and the player can replay the game match based on this game data. There are various ways to trigger a battle replay event, and these can be adjusted according to the actual situation; no limitations are imposed here. For example, a graphical user interface displays multiple game matches, and in response to a replay trigger operation based on a game match played by the first object, a replay event for the first object is triggered. Another example is a graphical user interface displaying a replay control for the first object, and in response to a trigger operation on the replay control, a replay event for the first object is triggered. In some scenarios, the replay interface can be used to replay the game screen of the first object during a game match. For example, please refer to [link to example]. Figure 3a The replay interface 20 can be used to replay the game screen 201 of the first object in a game match. The game screen of the first object can be understood as the game screen of the first object included in the game match, such as the game screen mainly from the perspective of the player controlling the first object. The first object refers to the virtual character controlled by the player in the game match. Optionally, the first object can refer to the virtual character controlled by the current player corresponding to the game account logged into the terminal in the game match, or it can refer to the virtual character controlled by other players participating in the game match. Other players can refer to the opposing players who are fighting against the current player, or to any player participating in the game match other than the current player. The specific first object can be adjusted according to the actual situation and is not limited here. In some scenarios, the replay interface can also include an information panel, which can be used to display the associated information of the first object. This associated information may include, but is not limited to, the combat result information of the first object and the weapon information of the first object. The information panel may also include controls, such as the control for changing virtual weapons.

[0031] Optionally, the information panel may include combat result information for the first object. This combat result information may be the first object's historical combat result information in the game (i.e., the first combat result). The historical combat result information includes the actual combat result of the player controlling the first object in the game using the first virtual weapon. The first virtual weapon refers to the virtual weapon actually used by the player controlling the first object when participating in the game. The combat result information may also be the predicted combat result information for the first object in the game (i.e., the second combat result). The predicted combat result information includes the predicted combat result of the player controlling the first object in the game using the changed virtual weapon. The changed virtual weapon is different from the virtual weapon actually used by the player controlling the first object when participating in the game. The changed virtual weapon is the virtual weapon that is changed based on the information panel during the game replay.

[0032] Optionally, the information panel may also include weapon information for the first object, including but not limited to the main weapon type of the virtual weapon and the equipment configuration of weapon accessories used with the main weapon. This weapon information is used to indicate relevant information about the virtual weapon used by the first object that matches the battle result information. For example, if the battle result information is historical battle result information of the first object using the first virtual weapon in this game, the information panel is used to display the weapon information of the first virtual weapon. As another example, if the battle result information is predicted battle result information of the first object using a changed virtual weapon in this game, the information panel is used to display the weapon information of the changed virtual weapon.

[0033] Optionally, the information panel may also include controls with different functions. For example, a scheme change control for changing the equipment scheme of weapon accessories used with the main weapon, a type change control for changing the weapon type of the main weapon, a battle process selection control for selecting the battle process to be reviewed in the game, and a weapon selection control for selecting the virtual weapon to be reviewed in the game, etc. The specifics can be adjusted according to the actual situation, and there are no restrictions here.

[0034] For example, please refer to Figure 3a and Figure 3bThe replay interface 20 may also include an information panel 202, which may include a first display area 2021, a second display area 2022, and a third display area 2023. The first display area 2021 displays the combat result information of the first object (including combat results, weapon analysis conclusions, etc.), the second display area 2022 displays the weapon information of the first object (including the weapon type and equipment scheme of the virtual weapon used by the first object), and the third display area 2023 displays controls (including scheme change controls, type change controls, etc.).

[0035] It should be noted that a game match may include one battle session or multiple battle sessions. A battle session can be used to instruct the first player to use a virtual weapon to fight against a target. The virtual weapon used by the first player in different battle sessions can be the same or different, and the specifics can be adjusted according to the actual situation; there are no restrictions here.

[0036] In some embodiments, a combat sequence can be used to instruct a first object to use a virtual weapon to engage in combat with an attack target. Where a game match includes multiple combat sequences, and each combat sequence can be used to instruct the first object to use a virtual weapon to engage in combat with an attack target, the first virtual weapon is the virtual weapon used by the first object during the target combat sequence in the selected state in the replay interface.

[0037] It is understandable that there are multiple ways to determine the selected target battle process, and the specific method can be adjusted according to the actual situation. For example, based on the replay progress on the replay interface, the currently replayed battle process can be set as the selected process and used as the target battle process. Furthermore, it can also include setting the target battle process to an unselected state and setting a new replaying battle process as the selected process based on changes in the replay progress on the replay interface, using it as the new target battle process. Another example is displaying a battle process selection control through an information panel; in response to the selection operation based on the battle process selection control, the target battle process in the game is determined, and the virtual weapon used by the first object in the target battle process is designated as the first virtual weapon. There can be multiple methods for determining the target battle process in the game, and the specific method can be adjusted according to the actual situation; no restrictions are imposed here. For example, in response to a selection operation based on the battle process selection control, determining the target battle process in a game match may include: in response to a touch operation based on the battle process selection control, displaying multiple battle processes included in the game match; and in response to a selection operation of a battle process in the game match, using the battle process corresponding to the selected operation as the target battle process. As another example, a battle process may correspond to a number. In response to a selection operation based on the battle process selection control, determining the target battle process in a game match may include: in response to a touch operation based on the battle process selection control, obtaining the target number input by the player, and using the battle process corresponding to the target number as the target battle process. Optionally, in this embodiment, in response to a battle process switching event, determining a new target battle process in the game match, and using the virtual weapon used by the first object in the new target battle process as the new first virtual weapon.

[0038] In some embodiments, a combat process can be used to instruct a first object to use multiple virtual weapons to engage in combat with an attack target. Multiple virtual weapons can be understood as virtual weapons of different weapon types, or virtual weapons of the same weapon type but with different equipment configurations. When the first object uses multiple virtual weapons during a combat process included in a game match, the first virtual weapon is the virtual weapon used by the first object that is selected in the replay interface.

[0039] It is understandable that there are multiple ways to determine the virtual weapon used by the first selected object, and the specific method can be adjusted according to the actual situation. For example, based on the replay progress on the replay interface, the virtual weapon used by the first object in the current replay of the battle can be determined as the first virtual weapon. Furthermore, it can also include determining a new virtual weapon used by a new first object in the replay as the new first virtual weapon, based on changes in the replay progress on the replay interface. Another example is displaying a weapon selection control through an information panel; in response to a selection operation based on the weapon selection control, the first virtual weapon in the game can be determined. There can be multiple ways to determine the first virtual weapon in the game, and the specific method can be adjusted according to the actual situation; no restrictions are placed here. For example, the process of determining the first virtual weapon in the game in response to a selection operation based on the weapon selection control can include: in response to a touch operation based on the weapon selection control, displaying multiple virtual weapons included in the game; and in response to a selection operation of a virtual weapon in the game, designating the virtual weapon corresponding to the selection operation as the first virtual weapon. For example, a virtual weapon can correspond to a number. Responding to a selection operation based on the weapon selection control, the process of determining the first virtual weapon in a game can include: responding to a touch operation based on the weapon selection control, obtaining the target number input by the player, and using the virtual weapon corresponding to that target number as the first virtual weapon. The first operation data refers to the operation data of the player controlling the first object on the first virtual weapon based on the input device during the battle. Operation data can include, but is not limited to, the player's displacement increment, timestamp, and key press status based on the input device; its specifics can be adjusted according to actual needs and are not limited here. For example, if the input device is a mouse, the operation data includes the player's mouse displacement increment, timestamp, and key press status for each frame during the game. By recording the player's mouse displacement increment, timestamp, and key press status for each frame during the game in real time, characteristic data such as acceleration curves and dense area distribution during the battle can be determined. The mouse displacement increment can be captured by capturing raw input events through underlying system hooks. For example, in engines such as UE4, events such as movement, pressing, and releasing are recorded from mouse messages to determine the mouse displacement increment. During playback, functions such as SetCursorPos can be used to set the mouse position, and functions such as Sleep can be used to simulate the original operation sequence to ensure accurate reproduction of the input sequence.

[0040] The first combat result refers to the combat result generated by the game player during the combat process based on the first virtual weapon and the first operation data corresponding to the first object.

[0041] The outcome of the first battle can include a variety of things, and its specifics can be adjusted according to the actual situation; no restrictions are imposed here.

[0042] For example, the first combat result includes the attack target corresponding to the first object and the first attack trajectory, the first attack trajectory being generated based on the first operational data and the first virtual weapon. Here, the attack target refers to the target against which the first object engages in combat during the battle. The attack target can be an enemy virtual character fighting against the first object during a match, or a target or other attack target attacked by the first object during training; there are no limitations here. The first attack trajectory refers to the trace left by the first object on the attack target based on the first virtual weapon. For example, please refer to [link to example]. Figure 3b The first display area 2021 includes the attack target corresponding to the first object (i.e., the graphic of the attack target) and the first attack trajectory (i.e., the action trace formed on the graphic of the attack target).

[0043] For example, the first battle result also includes the victory or defeat of the first object. The victory or defeat result can include the first object's battle outcome (e.g., victory, defeat) based on the first operational data and the first virtual weapon during the battle, as well as weapon analysis conclusions matching the battle outcome (e.g., why the victory or defeat occurred). For an example, please refer to... Figure 3b The first display area 2021 includes the win / loss status of the first target. In the case of a loss, it displays the weapon analysis conclusion (i.e., level XXX is unstable). Please refer to [link / reference]. Figure 3d The first display area 2021 includes the victory or defeat status of the first object. In the case of victory, it displays the defeat time required for the first object to defeat the attack target, as well as the successful weapon analysis conclusion (i.e., XXX is stable).

[0044] For example, the first combat result may also include at least one of the following: combat association information of the first virtual weapon, the remaining health of the target, and the defeat time required for the first object to defeat the target based on the first virtual weapon.

[0045] It is understandable that the results of the first battle can include a variety of things, and their specifics can be adjusted according to the actual situation; no restrictions are imposed here.

[0046] Step 102: In response to the weapon change event, display at least one second virtual weapon in the graphical user interface, and display a second combat result generated based on the at least one second virtual weapon and the first operation data corresponding to the first object.

[0047] Among them, the weapon change event refers to the event used to trigger the change of the virtual weapon used by the first target during the battle.

[0048] There are various ways to trigger a weapon change event. For example, if the graphical user interface provides a change control, the step "In response to a weapon change event, determine at least one second virtual weapon" may include: in response to a weapon change event triggered by the change control, determining at least one second virtual weapon. For instance, in response to a triggering operation on the change control, displaying several second virtual weapons available for the player to change to. In response to a selection operation on a second virtual weapon, using the selected second virtual weapon as the new virtual weapon. This triggering operation includes, but is not limited to, click operations, double-click operations, swipe operations, or combinations thereof. Alternatively, the graphical user interface may also provide an input box. The step "In response to a weapon change event, determine at least one second virtual weapon" may include: in response to a weapon change event triggered by the input box, determining at least one second virtual weapon. The specific content of the weapon change event can be adjusted according to the actual situation and is not limited here. For example, the input box provided by the graphical user interface is monitored in real time. When an input operation is detected from the input box, the input information of the input operation is obtained and identified. If a virtual weapon mentioned in the input information is identified, a weapon switching event is triggered to use the virtual weapon mentioned in the input information as a second virtual weapon.

[0049] The second virtual weapon refers to a virtual weapon that can be modified or replaced by the player and is different from the first virtual weapon.

[0050] In some embodiments, a weapon scheme of a virtual weapon is displayed in the graphical user interface, wherein the virtual weapon includes a first virtual weapon and a second virtual weapon, and the weapon scheme includes a main weapon and weapon accessories used in conjunction with the main weapon.

[0051] The weapon scheme of the second virtual weapon differs from that of the first virtual weapon in at least one of the following ways: the type of the main weapon is different, or the weapon accessories used in conjunction with the main weapon are different. For example, the main weapon type in the second virtual weapon scheme is different from that in the first virtual weapon scheme, but the equipment scheme of the weapon accessories used in conjunction with the main weapon is the same. Another example: the main weapon type in the second virtual weapon scheme is the same as that in the first virtual weapon scheme, but the equipment scheme of the weapon accessories used in conjunction with the main weapon is different. Yet another example: the main weapon type in the second virtual weapon scheme is different from that in the first virtual weapon scheme, and the equipment scheme of the weapon accessories used in conjunction with the main weapon is also different.

[0052] The second combat result refers to the combat result generated by the game player during the combat process based on the second virtual weapon and the first operation data corresponding to the first object.

[0053] The outcome of the second battle can include a variety of things, and its specifics can be adjusted according to the actual situation; no restrictions are imposed here.

[0054] For example, the second combat result includes the attack target corresponding to the first object and the second attack trajectory, whereby the second attack trajectory is generated based on the first operational data and the second virtual weapon. Here, the attack target refers to the target that the first object engages in combat during the battle. The attack target can be an enemy virtual character fighting against the first object during the match, or a target or other attack target attacked by the first object during training; there are no limitations here. The second attack trajectory refers to the trace left by the first object on the attack target based on the second virtual weapon. For example, please refer to [link to example]. Figure 3d The first display area 2021 includes the attack target corresponding to the first object (i.e., the graphic of the attack target) and the second attack trajectory (i.e., the action trace formed on the graphic of the attack target).

[0055] For example, the second battle result also includes the victory or defeat of the first object. The victory or defeat result can include the first object's battle outcome (e.g., victory, defeat) based on the first operational data and the second virtual weapon during the battle, as well as weapon analysis conclusions matching the battle outcome (e.g., why the victory or defeat occurred). For an example, please refer to... Figure 3d The first display area 2021 includes the victory or defeat status of the first object. In the case of victory, it displays the defeat time required for the first object to defeat the attack target, as well as the successful weapon analysis conclusion (i.e., XXX is stable).

[0056] For example, the second combat result may also include at least one of the following: combat association information of the second virtual weapon, the remaining health of the target, and the defeat time required for the first object to defeat the target based on the second virtual weapon.

[0057] It is understandable that the outcome of the second battle can include various aspects, and its specifics can be adjusted according to the actual situation; no restrictions are imposed here.

[0058] It is understandable that the second combat result is essentially a predicted combat outcome. That is, it predicts the combat result obtained by the first subject using the second virtual weapon during the battle, and the result of the battle against the target based on the first subject's operational data. The content of the second combat result can be varied and can be adjusted according to the actual situation; no restrictions are placed here. For example, the second combat result includes the combat result of the first subject using the second virtual weapon in the game (such as victory or defeat). Another example is that the second combat result also includes combat-related information. Combat-related information is used to indicate information related to the battle. This information may include, but is not limited to, the effect traces left by the first subject on the target using the second virtual weapon, the target's remaining health, weapon analysis conclusions matching the combat result (such as why there was a victory or defeat), the hit rate of the second virtual weapon, and the time required for the first subject to defeat the target. Its specific details can be adjusted according to the actual situation; no restrictions are placed here.

[0059] In some embodiments, before displaying the second combat result of the first object through a graphical user interface, the method further includes: predicting the second combat result of the first object using a second virtual weapon to fight against an attack target during the combat, based on first operational data. In this embodiment, the second combat result is determined based on the first character's action data, the first operational data of the first object on the first virtual weapon used during the combat, and the second virtual weapon. The first character's action data indicates data related to the first object's action posture during the combat. The first operational data indicates data for the game player to control the first object's operation of the virtual weapon using an input device.

[0060] Understandably, the game data during combat includes the first character's action data for the first target, the first operation data of the first virtual weapon used by the first target during combat, the second character's action data for the opposing virtual character (which can also be understood as the second target or attack target), and the second operation data of the opposing virtual character during combat. The second character's action data indicates the opposing virtual character's posture and actions during combat, while the second operation data indicates the player controlling the opposing virtual character's virtual weapon using an input device. The process of predicting the second combat outcome when the first target uses the second virtual weapon during combat can include: based on the first character's action data, the first operation data of the first virtual weapon used by the first target during combat, the second character's action data, the second operation data of the opposing virtual character, and the second virtual weapon, predicting the second combat outcome when the first target uses the second virtual weapon during combat.

[0061] For example, during gameplay, it's necessary to record the player's mouse displacement increment, timestamp, and key press status in real-time for each frame to determine characteristic data such as acceleration curves and dense area distribution during combat. Mouse displacement increments can be captured using underlying system hooks to capture raw input events. For instance, in engines like UE4, events such as movement, pressing, and releasing are recorded from mouse messages to determine the mouse displacement increment. During replay, functions like `SetCursorPos` can be used to set the mouse position, and functions like `Sleep` can be used to simulate the original operation sequence, ensuring accurate reproduction of the input sequence. The player's game state during the match is serialized, including player posture, weapon status, enemy virtual character positions, and environmental parameters. During replay, players can change weapon types and virtual weapon equipment configurations, thereby loading a new virtual weapon attack trajectory parameter library. If an equipment configuration or weapon type is changed during replay, the attack trajectory of the second virtual weapon is recorded in real-time using the attack trajectory parameter library matched with the second virtual weapon and the player's input data. Based on the attack trajectory of the second virtual weapon and the position of the enemy virtual character, the second combat outcome when the first target uses the second virtual weapon during the battle can be predicted. Thus, by providing a virtual weapon switching option during the replay of the battle, allowing for virtual weapon changes during gameplay, the combat outcome when the virtual character uses the second virtual weapon in the game can be predicted, thereby achieving effective analysis of the battle process.

[0062] In some embodiments, there may be multiple replacement controls for triggering the weapon replacement event, and their specific implementation can be adjusted according to the actual situation, without any restrictions here.

[0063] In some embodiments, the aforementioned change control includes a scheme change control. The scheme change control can be used to change the equipment scheme of weapon accessories used in conjunction with the main weapon. It is understood that the equipment schemes of weapon accessories used in conjunction with the main weapon may include several equipment schemes pre-saved by the player in the game, and may also include equipment schemes recommended by the server for the player; this is not limited here.

[0064] Based on this, the step "in response to a weapon change event, determine at least one second virtual weapon" may include: in response to a weapon change event triggered by a scheme change control, determining the changed second virtual weapon, wherein the weapon type of the second virtual weapon is the same as that of the first virtual weapon, and the equipment scheme of the second virtual weapon is different from that of the first virtual weapon.

[0065] The second virtual weapon refers to a virtual weapon of the same weapon type as the first virtual weapon, but with a different weapon accessory configuration used with the main weapon. For example, suppose a player has pre-saved weapon accessory configurations A1, A2, and A3 for weapon type A in the game. The first virtual weapon belongs to weapon type A and its accessory configuration is A1. Therefore, the second virtual weapon could be either a virtual weapon composed of weapon type A and accessory configuration A2, or a virtual weapon composed of weapon type A and accessory configuration A3.

[0066] In this embodiment, the step of "determining at least one second virtual weapon in response to a weapon change event" may include: displaying at least one candidate equipment scheme in response to a weapon change event triggered by a scheme change control, wherein the candidate equipment schemes include other equipment schemes under the weapon type to which the first virtual weapon belongs, but different from the equipment scheme corresponding to the first virtual weapon; and determining the second virtual weapon based on the selected candidate equipment schemes and the weapon type to which the first virtual weapon belongs. It is understood that the aforementioned candidate equipment schemes also include the equipment scheme corresponding to the first virtual weapon.

[0067] In this scenario, the weapon type of the primary weapon to which the second virtual weapon belongs is the same as that of the primary weapon to which the first virtual weapon belongs, and the equipment scheme of the second virtual weapon is a candidate equipment scheme that is in the selected state.

[0068] There are multiple ways to display at least one candidate equipment scheme, and the specific method can be adjusted according to the actual situation; no limitation is made here. For example, at least one of the above candidate equipment schemes can be displayed through an equipment scheme panel, a prompt pop-up, or other forms. The equipment scheme panel is used to indicate other panels different from the information panel described above. For example, please refer to [link to example]. Figure 3c Responding to scheme-based control replacement (i.e. Figure 3c The weapon change event triggered by the "Change Scheme" control in the system displays at least one candidate equipment scheme through the Equipment Scheme panel 2024.

[0069] The selection of candidate equipment schemes can be determined in various ways, without limitation here. For example, in response to a player's touch operation on a candidate equipment scheme, the display state of that scheme is switched to selected. This touch operation includes, but is not limited to, clicking, double-clicking, and swiping on the candidate equipment scheme; its specific details can be adjusted according to the actual situation, without limitation here. Another example is, in response to the server's prediction of the battle outcome between a first object and an attack target using a virtual weapon formed by a candidate equipment scheme and the weapon type of the first virtual weapon, the display state of candidate equipment schemes whose battle outcome meets the display conditions is switched to selected. These display conditions can be that the first object defeats the attack target using the formed virtual weapon in the shortest possible time.

[0070] In this embodiment, in addition to displaying candidate equipment schemes, the method also includes: displaying the combat results of a first object corresponding to a candidate equipment scheme; wherein, the combat results are used to indicate the combat results of the first object using a candidate first virtual weapon to fight against an attack target in a game, and the candidate first virtual weapon is determined based on the weapon type of the first virtual weapon and the candidate equipment scheme. The candidate first virtual weapon refers to a virtual weapon constructed based on the weapon type of the first virtual weapon and the candidate equipment scheme.

[0071] For example, please refer to Figure 3c Responding to scheme-based control replacement (i.e. Figure 3c The weapon change event triggered by the "Change Scheme" control in the system displays at least one candidate equipment scheme and the equipment scheme corresponding to the first virtual weapon through the equipment scheme panel 2024. Specifically, this includes Equipment Scheme 1, Equipment Scheme 2, Equipment Scheme 3, Equipment Scheme 4, and Equipment Scheme 5, where Equipment Scheme 1 is the equipment scheme corresponding to the first virtual weapon. Each equipment scheme is followed by a "Win" or "Loss" message, where "Win" indicates that the first target corresponding to the equipment scheme has won the battle, and "Loss" indicates that the first target corresponding to the equipment scheme has lost the battle. Specifically, as shown... Figure 3c As shown, the first virtual weapon is virtual weapon A. When equipment scheme 1 corresponding to the first virtual weapon is selected, the battle result information of the first virtual weapon is displayed through the first display area 2021 of the information panel 202, and the weapon information of the first virtual weapon is displayed through the second display area 2022 of the information panel 202. In response to the selection operation of equipment scheme 2, equipment scheme 2 is controlled to be selected, and a second virtual weapon (i.e., virtual weapon B) is constructed based on equipment scheme 2 and the weapon type to which the first virtual weapon belongs. Figure 3dAs shown, when equipment scheme 2 is selected, the combat result information of the second virtual weapon (i.e., virtual weapon B) is displayed through the first display area 2021 of the information panel 202, and the weapon information of the second virtual weapon is displayed through the second display area 2022 of the information panel 202. Thus, by providing a switching control for equipment schemes, virtual weapons of the same weapon type but with different equipment schemes can be switched during game replays, thereby predicting the combat results of the virtual character using the switched virtual weapon in the game, and thus achieving effective review of the game.

[0072] In some embodiments, the aforementioned change control includes a type change control. The type change control can be used to change the primary weapon type of a virtual weapon. It is understood that the primary weapon type of the virtual weapon that can be changed can be determined based on the primary weapon type that the player owns or has unlocked in the game, or it can be determined based on the primary weapon types included in the game (there is no restriction that the player must own that type of virtual weapon); no such restriction is imposed here.

[0073] Based on this, the step "responding to a weapon change event and determining at least one second virtual weapon" may include: in response to a weapon change event triggered by a type change control, determining a second virtual weapon, wherein the primary weapon type of the second virtual weapon is different from the primary weapon type of the first virtual weapon.

[0074] The second virtual weapon is used to indicate a virtual weapon of a different type than the first virtual weapon. For example, suppose a player has weapon type A, weapon type B, and weapon type C in the game. If the first virtual weapon is of weapon type A, then the second virtual weapon can be of weapon type B or weapon type C.

[0075] In this embodiment, the step "determining the second virtual weapon after replacement in response to a weapon replacement event triggered by a type replacement control" may include: displaying at least one candidate weapon type in response to a weapon replacement event triggered by a type replacement control, wherein the candidate weapon type indicates other weapon types different from the weapon type to which the first virtual weapon belongs; and determining the second virtual weapon based on the candidate weapon type that is selected. It is understood that the aforementioned candidate weapon type also includes the weapon type corresponding to the first virtual weapon.

[0076] In this scenario, the second virtual weapon belongs to a different weapon type than the first virtual weapon. Their equipment schemes can be the same or different, and can be adjusted according to the actual situation. There are no restrictions here.

[0077] There are multiple ways to display at least one candidate weapon type, and the specific method can be adjusted according to the actual situation; no limitation is set here. For example, at least one of the above candidate weapon types can be displayed through a weapon type panel, a pop-up window, or other forms. The weapon type panel is used to indicate other panels different from the information panel described above. For example, please refer to [link to example]. Figure 3e Responding to type-based switching controls (i.e. Figure 3e The weapon change event triggered by the "Change Type" control in the system displays at least one candidate weapon type in the Weapon Type Panel 2025, specifically Weapon Type A, Weapon Type B, and Weapon Type C. The Weapon Type Panel can display at least two weapon types, which can be adjusted as needed. If the number of weapon types exceeds the panel's capacity, a dropdown menu can be provided in the Weapon Type Panel to cover other weapon types.

[0078] The selected candidate weapon type can be determined in various ways, without restriction here. For example, in response to a player's touch operation on a candidate weapon type, that candidate weapon type is switched to the selected state. This touch operation includes, but is not limited to, clicking, double-clicking, and swiping on the candidate weapon type; its specific details can be adjusted according to the actual situation, without restriction here. Another example is, in response to the server's prediction of the battle outcome between the first object and the target using virtual weapons composed of various equipment schemes under the candidate weapon type, if the battle outcome meets the display conditions, the candidate weapon type is switched to the selected state. These display conditions can be that the first object defeats the target using the formed virtual weapon in the shortest possible time.

[0079] In this embodiment, in addition to displaying the candidate weapon type, it also includes: displaying the second combat result of the first object corresponding to the candidate weapon type; wherein, the second combat result is used to indicate the combat result of the first object using the candidate second virtual weapon to fight against the attack target in the game, and the candidate second virtual weapon is determined based on the equipment scheme under the candidate weapon type.

[0080] The candidate second virtual weapon is determined based on the various equipment schemes under the candidate weapon type. That is, one equipment scheme under the candidate weapon type determines one candidate second virtual weapon.

[0081] The second combat result may include the combat result of the first object based on the candidate second virtual weapon, and may also include the minimum defeat time required for the first object to defeat the attack target based on the candidate second virtual weapon, if the combat result indicates a victory.

[0082] For example, please refer to Figure 3e Responding to type-based switching controls (i.e.) Figure 3e The weapon change event triggered by the "Change Type" control in the game displays at least one candidate weapon type through the weapon type panel 2025, specifically including weapon type A, weapon type B, and weapon type C. The first virtual weapon is of weapon type C, and the second virtual weapon can be of weapon type A or weapon type B. Each weapon type is followed by a second combat result, where the second combat result "Maximum TTK: Time" indicates that for that weapon type, there exists an equipment scheme that allows the first target to fight and win using the virtual weapon constructed from that equipment scheme. The "Time" in "Maximum TTK: Time" can be the minimum defeat time, average defeat time, or other defeat time required for the first target to defeat the target using the candidate second virtual weapon. The second combat result "Unbeatable" indicates that for that weapon type, there is no equipment scheme that allows the first target to fight and win using the virtual weapon constructed from that equipment scheme. In response to the selection of weapon type A, the combat result information of the second virtual weapon (i.e., virtual weapon C) is displayed through the first display area 2021 of the information panel 202, and the weapon information of the second virtual weapon is displayed through the second display area 2022 of the information panel 202. Thus, by providing a weapon type switching control, different virtual weapon types can be switched during game replays, thereby predicting the combat results of the virtual character using the switched virtual weapon in the game, and thus achieving effective review of the game. The following explanation uses a firearm-type virtual weapon as an example to illustrate the display control method mentioned in this application embodiment. It is understood that existing game replays for firearm types only support viewing recoil trajectory. However, given that players' mouse control varies, players' adaptation to different firearm types and modifications differs, making it impossible to verify whether different firearm types and modifications can win gunfights in the same replay, and consequently, it is impossible to effectively review and improve firearm usage and recoil control.

[0083] To address the aforementioned issues, this application proposes a scheme that allows players to change the weapon type and equipment configuration of virtual weapons during game replays. For example, during a game replay where the player has lost, an information panel can be displayed on the replay interface. This panel records the bullet trajectory of the player-controlled first target during a gunfight with an enemy virtual character. This trajectory may include the damage value of the hit location and the miss rate. The information panel can also display weapon analysis conclusions determined by the backend server based on recoil control, such as "unstable horizontal recoil control" for a loss. Furthermore, the information panel can include the weapon type (i.e., weapon type) and modification / equipment configuration used by the player-controlled first target during the game.

[0084] The information panel also displays controls for changing weapon types and equipment configurations. Optionally, in response to touch input to the configuration control, the player's configured modification setup for that weapon type is displayed. The backend server, based on recoil control during gameplay and considering factors such as horizontal and vertical recoil, aiming stability, and rate of fire in different modification setups, helps players determine whether switching to different modification setups will lead to victory in the gunfight. When a player selects a modification setup deemed "winning" by the system, the information panel displays the bullet trajectory and damage values ​​under that setup using the same recoil control gestures, helping players determine which modification setup best suits their current playstyle. For example, a modification setup that increases horizontal recoil will result in more bullets hitting enemies with the same actions. Furthermore, the information panel provides recoil control conclusions matching the modification setup. Optionally, in response to touch input to the type-changing control, all weapon types are displayed in a list. The system predicts the shortest Time To Kill (TTK) based on the corresponding modification scheme for each weapon type. For example, if weapon type A, based on the modification scheme, has a maximum TTK of 0.18 seconds, this verifies that changing weapon type A to that modification scheme results in a weapon that can defeat the enemy under the same shooting conditions. For weapon types where all options fail to defeat the enemy, "Cannot be defeated" is displayed. This helps players determine whether the corresponding weapon is suitable for them and whether it is appropriate to replay the actual combat scenario.

[0085] In this way, the backend server retains the player's mouse control process during weapon firing in each game, and recalculates win / loss and time-to-kill (TTK) data by reading the impact of different weapon types and modifications on bullet trajectory. Players can use this process to switch between different weapons or modifications to find the weapon type and modification direction that best suits their feel, enabling effective post-game analysis. The server also records the player's recoil control data before the replay, and synchronizes the latest recoil trajectory map when different weapon types or modification schemes are changed later.

[0086] The display control method provided in this application embodiment can provide a graphical user interface (GUI) through a terminal device. The GUI displays at least a portion of the game scene, including a first object controlled by the terminal device. The GUI displays a first combat result generated based on a first virtual weapon corresponding to the first object and first operation data. In response to a weapon change event, the GUI displays at least one second virtual weapon and a second combat result generated based on at least one second virtual weapon and the first operation data corresponding to the first object. Thus, by providing a virtual weapon change mechanism, the GUI displays combat results using different virtual weapons under the same operation data during combat, enabling effective review of the combat process.

[0087] This application embodiment also provides a display control device that provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of a game scene, and the game scene includes a first object controlled by the terminal device, such as... Figure 4 As shown, the display control device may include: The first display module 301 is used to display the first combat result generated based on the first virtual weapon and the first operation data corresponding to the first object in the graphical user interface; The second display module 302 is used to display at least one second virtual weapon in a graphical user interface in response to a weapon change event, and to display a second combat result generated based on the first operation data corresponding to the at least one second virtual weapon and the first object.

[0088] In some embodiments, the display control device further includes: The first display unit is used to display the weapon scheme of the virtual weapon in the graphical user interface. The virtual weapon includes a first virtual weapon and a second virtual weapon. The weapon scheme includes a main weapon and weapon accessories used in conjunction with the main weapon.

[0089] In some embodiments, the weapon scheme of the second virtual weapon differs from that of the first virtual weapon in at least one of the following ways: the weapon type of the main weapon is different, and the weapon accessories used in conjunction with the main weapon are different.

[0090] In some embodiments, the first combat result includes the attack target corresponding to the first object and the first attack trajectory, the first attack trajectory being generated based on the first operation data and the first virtual weapon; The aforementioned second combat result includes the attack target corresponding to the first object and the second attack trajectory, the second attack trajectory being based on the first operational data and the second virtual weapon generation.

[0091] In some embodiments, the aforementioned first battle result / second battle result may further include: the victory or defeat of the first object.

[0092] In some embodiments, the aforementioned first combat result / second combat result may further include at least one of the following: combat association information of the first virtual weapon / second virtual weapon, the remaining health of the attack target, and the defeat time required for the first object to defeat the attack target based on the first virtual weapon / second virtual weapon.

[0093] In some embodiments, the first display module 301 described above includes: The second display unit is used to display a replay interface in the graphical user interface in response to the battle replay event of the first object. The replay interface is used to display the battle process of the first object. The third display unit is used to display, in the playback interface, the first combat result generated based on the first virtual weapon and the first operation data corresponding to the first object.

[0094] In some embodiments, the number of the above-mentioned battle processes includes multiple ones, and the first virtual weapon is the virtual weapon used by the first object in the target battle process when the target is selected in the replay interface.

[0095] In some embodiments, the first object uses multiple virtual weapons during the above-mentioned battle, and the first virtual weapon is the virtual weapon used by the first object that is selected in the replay interface.

[0096] The display control method provided in this application embodiment can provide a graphical user interface (GUI) through a terminal device. The GUI displays at least a portion of the game scene, including a first object controlled by the terminal device. A first display module 301 displays a first combat result generated based on a first virtual weapon corresponding to the first object and first operation data in the GUI. A second display module 302, in response to a weapon change event, displays at least one second virtual weapon and a second combat result generated based on at least one second virtual weapon and the first operation data corresponding to the first object in the GUI. Thus, by providing a virtual weapon change method, the GUI displays combat results using different virtual weapons under the same operation data during the battle, enabling effective review of the battle process.

[0097] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.

[0098] like Figure 5 As shown, Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 400 includes a processor 401 with one or more processing cores, a memory 402 with one or more computer-readable storage media, and a computer program stored in the memory 402 and executable on the processor. The processor 401 and the memory 402 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0099] The processor 401 is the control center of the electronic device 400. It connects various parts of the electronic device 400 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 402, and by calling data stored in the memory 402, it executes various functions and processes data of the electronic device 400, thereby providing overall monitoring of the electronic device 400. The processor 401 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic diagrams disclosed in the embodiments of this application.

[0100] In this embodiment, the processor 401 in the electronic device 400 loads the instructions corresponding to the processes of one or more applications into the memory 402 according to the following steps, and the processor 401 runs the applications stored in the memory 402 to realize various functions, such as: A graphical user interface is provided through a terminal device, which displays at least a portion of the game scene, including a first object controlled by the terminal device. The graphical user interface displays the first combat result generated based on the first virtual weapon and the first operational data corresponding to the first object; In response to a weapon change event, at least one second virtual weapon is displayed in the graphical user interface, along with a second combat result generated based on the first operational data corresponding to the at least one second virtual weapon and the first object.

[0101] The electronic device provided in this application embodiment can provide a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene, including a first object controlled by the terminal device. The GUI displays a first combat result generated based on a first virtual weapon corresponding to the first object and first operation data. In response to a weapon change event, the GUI displays at least one second virtual weapon and a second combat result generated based on at least one second virtual weapon and the first operation data corresponding to the first object. Thus, by providing a virtual weapon change mechanism, the GUI displays combat results using different virtual weapons under the same operation data during combat, enabling effective review of the combat process.

[0102] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0103] Optional, such as Figure 5 As shown, the electronic device 400 also includes: a touch display screen 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch display screen 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407. Those skilled in the art will understand that... Figure 5 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0104] The touch display screen 403 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 403 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 401. It can also receive and execute commands from the processor 401. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 401 to determine the type of touch event. Subsequently, the processor 401 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 403 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 403 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 403 can also be used as part of the input unit 406 to achieve input functions.

[0105] The radio frequency circuit 404 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0106] Audio circuit 405 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuit 405 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 405, converted back into audio data, and then processed by processor 401 before being transmitted via radio frequency circuit 404 to, for example, another electronic device, or output to memory 402 for further processing. Audio circuit 405 may also include an earphone jack to provide communication between peripheral headphones and electronic devices.

[0107] The input unit 406 can be used to receive user touch operations, user gaze points on the screen, etc.

[0108] Power supply 407 is used to supply power to various components of electronic device 400. Optionally, power supply 407 can be logically connected to processor 401 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 407 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0109] although Figure 5 As not shown in the diagram, the electronic device 400 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0110] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0111] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0112] Therefore, embodiments of this application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute any of the display control methods provided in embodiments of this application. The computer program can execute the steps of the following display control method: A graphical user interface is provided through a terminal device, which displays at least a portion of the game scene, including a first object controlled by the terminal device. The graphical user interface displays the first combat result generated based on the first virtual weapon and the first operational data corresponding to the first object; In response to a weapon change event, at least one second virtual weapon is displayed in the graphical user interface, along with a second combat result generated based on the first operational data corresponding to the at least one second virtual weapon and the first object.

[0113] Using the computer-readable storage medium provided in the embodiments of this application, a graphical user interface (GUI) can be provided via a terminal device. The GUI displays at least a portion of a game scene, including a first object controlled by the terminal device. The GUI displays a first combat result generated based on a first virtual weapon corresponding to the first object and first operation data. In response to a weapon change event, at least one second virtual weapon is displayed in the GUI, along with a second combat result generated based on at least one second virtual weapon and the first operation data corresponding to the first object. Thus, by providing a virtual weapon change mechanism, the GUI displays combat results using different virtual weapons under the same operation data during combat, enabling effective review of the combat process.

[0114] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0115] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0116] Since the computer program stored in the computer-readable storage medium can execute any of the display control methods provided in the embodiments of this application, the beneficial effects that any of the display control methods provided in the embodiments of this application can achieve can be realized, as detailed in the preceding embodiments, and will not be repeated here.

[0117] According to one aspect of this application, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.

[0118] In the above embodiments of the display control device, computer-readable storage medium, electronic device, and computer program product, the descriptions of each embodiment have different focuses. Parts not described in detail in a particular embodiment can be referred to in the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes and beneficial effects of the display control device, computer-readable storage medium, computer program product, electronic device, and their corresponding units described above can be referred to the description of the display control method in the above embodiments, and will not be repeated here.

[0119] The foregoing has provided a detailed description of a display control method, apparatus, electronic device, computer-readable storage medium, and computer program product provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A display control method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays at least a portion of a game scene, the game scene including a first object controlled by the terminal device. The graphical user interface displays a first combat result generated based on the first virtual weapon and first operation data corresponding to the first object. In response to a weapon change event, at least one second virtual weapon is displayed in the graphical user interface, along with a second combat result generated based on the at least one second virtual weapon and the first operation data corresponding to the first object.

2. The display control method according to claim 1, characterized in that, The method further includes: The graphical user interface displays a weapon scheme for a virtual weapon, which includes a first virtual weapon and a second virtual weapon. The weapon scheme includes a main weapon and weapon accessories used in conjunction with the main weapon.

3. The display control method according to claim 2, characterized in that, The weapon scheme of the second virtual weapon differs from that of the first virtual weapon in at least one of the following ways: the weapon type of the main weapon is different, and the weapon accessories used in conjunction with the main weapon are different.

4. The display control method according to claim 1, characterized in that, The first combat result includes the attack target corresponding to the first object and the first attack trajectory, the first attack trajectory being generated based on the first operation data and the first virtual weapon; The second combat result includes the attack target corresponding to the first object and the second attack trajectory, the second attack trajectory being generated based on the first operation data and the second virtual weapon.

5. The display control method according to claim 4, characterized in that, The first battle result / second battle result also includes: the victory or defeat of the first object.

6. The display control method according to claim 4, characterized in that, The first battle result / second battle result also includes at least one of the following: battle association information of the first virtual weapon / second virtual weapon, the remaining health of the attack target, and the defeat time required for the first object to defeat the attack target based on the first virtual weapon / second virtual weapon.

7. The display control method according to any one of claims 1 to 6, characterized in that, The graphical user interface displays a first combat result generated based on the first virtual weapon and first operational data corresponding to the first object, including: In response to a battle replay event of the first object, a replay interface is displayed in the graphical user interface, the replay interface being used to show the battle process of the first object; The replay interface displays the first combat result generated based on the first virtual weapon and first operation data corresponding to the first object.

8. The display control method according to claim 7, characterized in that, The number of battle processes includes multiple ones, and the first virtual weapon is the virtual weapon used by the first object in the target battle process when the target is selected in the replay interface.

9. The display control method according to claim 7, characterized in that, During the battle, the first object uses multiple virtual weapons, and the first virtual weapon is the virtual weapon used by the first object that is selected in the replay interface.

10. A display control device, characterized in that, The device provides a graphical user interface (GUI) via a terminal device, the GUI displaying at least a portion of a game scene, the game scene including a first object controlled by the terminal device, the device comprising: The first display module is used to display, in the graphical user interface, a first combat result generated based on the first virtual weapon and first operation data corresponding to the first object; The second display module is configured to, in response to a weapon change event, display at least one second virtual weapon in the graphical user interface, and display a second combat result generated based on the at least one second virtual weapon and the first operation data corresponding to the first object.

11. An electronic device, characterized in that, It includes a processor and a memory, wherein the memory stores a computer program that, when executed by the processor, causes the processor to perform the steps of the display control method according to any one of claims 1 to 9.

12. A computer-readable storage medium, characterized in that, It includes a computer program that, when run on an electronic device, causes the electronic device to perform the steps of the display control method according to any one of claims 1 to 9.