How to level up shops in turn-based strategy games, devices, and computer programs.

By displaying locked and unlocked shop interface differences and benefits, the method enhances information transmission efficiency in turn-based strategy games, addressing the inefficiency of conventional shop upgrade communication.

JP7877579B2Active Publication Date: 2026-06-22TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2023-10-07
Publication Date
2026-06-22

AI Technical Summary

Technical Problem

Conventional turn-based strategy game shop interfaces fail to efficiently communicate the benefits of shop upgrades during fast-paced game sessions, leading to low information transmission efficiency.

Method used

A method and device that display the differences between current and next-level shop functional areas in a locked state, with instructions to unlock these differences, and visually communicate benefits upon leveling up, enhancing the shop interface's information transmission efficiency.

Benefits of technology

The solution improves the shop interface's information transmission efficiency by visually communicating upcoming benefits, allowing players to respond effectively to the fast pace of turn-based strategy games.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This application discloses a method, apparatus, device, and medium for leveling up a shop in a turn-based strategy game, which relates to the field of human-computer interaction. The method includes the steps of: displaying a first shop interface of a first-level shop in a game of the turn-based strategy game; displaying a first set of functional areas in the first shop interface in an unlocked state and a difference between a second set of functional areas and the first set in a locked state; displaying a guide to unlocking the difference in the first shop interface (210); displaying a second shop interface of the second-level shop in response to leveling up from the first-level shop to a second-level shop, in which the difference is displayed in an unlocked state (220); and displaying the purchased first piece in the candidate piece area in response to receiving a purchase operation for the first piece in the second shop interface (230). This method improves the efficiency of information transmission in the shop.
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Description

Technical Field

[0001] This application claims the priority of a Chinese patent application filed on November 15, 2022, with the application number 202211429038.1 and the invention title "Method, Device, Equipment and Medium for Upgrading the Level of a Shop in a Turn-based Strategy Game", and all its contents are incorporated herein by reference.

[0002] Embodiments of this application relate to the field of human-computer interaction (HCI), and particularly to a method, device, equipment and medium for upgrading the level of a shop in a turn-based strategy game.

Background Art

[0003] Turn-based strategy game (Also known as board games or chess-like games.) is one of the new types of strategy games. When both sides of the battle place pieces on the board, the game application automatically controls the pieces of both sides on the board to fight and displays the battle result.

[0004] In the prior art, in a game session of a turn-based strategy game, a user account purchases pieces through a shop. The shop provides four display positions, and one piece is displayed at each display position. The user account can update the pieces displayed at the four display positions by purchasing these pieces or triggering the update widget of the shop.

[0005] The game session of a turn-based strategy game is generally fast-paced, and both sides of the battle have to make a series of decisions such as selecting pieces, purchasing pieces, and arranging pieces during very short turns. Therefore, the information transmission efficiency of the interface becomes particularly important.

[0006] However, in conventional methods where a shop displays four provided display locations, the shop interface cannot quickly communicate the benefits of shop upgrades. Therefore, the information transmission efficiency of the shop interface in conventional technology is low. [Overview of the Initiative] [Problems that the invention aims to solve]

[0007] The embodiment of the present invention provides a method, apparatus, device, and medium for leveling up a shop in a turn-based strategy game, which can improve the information transmission efficiency of the shop interface in the turn-based strategy game. The above technical invention is as follows.

[0008] In one aspect, a method for leveling up a shop in a turn-based strategy game executed by a terminal, comprising the steps of displaying a first shop interface of a first-level shop within a game of the turn-based strategy game, wherein the first-level shop is associated with a first functional area set, the second-level shop is associated with a second functional area set, and the first shop interface is in a released state for the first functional area set. (Also known as "unlocked state.") The method provides a method that includes the steps of: displaying the differences between the second functional area set and the first functional area set in a locked state, and further displaying a message on the first shop interface indicating that the shop will be leveled up to release the differences, and the shop is for selling pieces used in a turn-based strategy game; displaying the second shop interface of the second level shop in response to leveling up from the first level shop to the second level shop, and displaying the differences in a released state in the second shop interface; and displaying the purchased first piece in the candidate piece area for a turn-based strategy game in response to receiving a purchase operation for the first piece in the second shop interface.

[0009] In other aspects, a shop level-up device for a turn-based strategy game, comprising a display module and an interaction module, wherein the display module is for displaying a first shop interface of a first level shop within a turn-based strategy game, the first level shop is associated with a first functional area set, the second level shop is associated with a second functional area set, the first shop interface is for displaying the first functional area set in an unlocked state and the difference between the second functional area set and the first functional area set in a locked state, and the first shop interface is for leveling up the shop and the Further instructions are displayed to release the difference portion; the shop is for selling pieces used in a turn-based strategy game; the display module displays the second shop interface of the second-level shop in response to a level-up from the first-level shop to the second-level shop, and displays the difference portion in a released state in the second shop interface; the interaction module is for receiving a purchase operation for the first piece; and the display module displays the purchased first piece in the candidate piece area of ​​the turn-based strategy game in response to receiving a purchase operation for the first piece in the second shop interface.

[0010] In other aspects, the present invention provides a computer device comprising a processor and memory, wherein at least one command, at least one program, a code set or a command set is stored in the memory, and the method for leveling up the shop in the turn-based strategy game described above is realized by loading and executing the at least one command, the at least one program, the code set or command set by the processor.

[0012] In other respects, the embodiments of the present application ,KoProvides a computer program. The program is The computer device is made to perform a method for leveling up the shop in a turn-based strategy game provided by the selected embodiment described above. [Effects of the Invention]

[0013] The technical solution provided by the embodiment of the present invention includes at least the following beneficial effects: The set of functional areas corresponding to the next level of shop is displayed in the shop, and the difference portion of the functional area set between the current level of shop and the next level of shop is displayed in a locked state, so that when the shop levels up to the next level, the difference portion is released and displayed. The display style of the shop interface visually communicates the shop level and some of the benefits resulting from the change in shop level. Furthermore, since some of the benefits that the next level of shop will bring can be communicated in advance, the information transmission efficiency of the shop interface is greatly improved, and it is possible to respond to the fast pace of turn-based strategy games. [Brief explanation of the drawing]

[0014] [Figure 1] Figure 1 is a schematic diagram of a turn-based strategy game provided by an exemplary embodiment of the present invention. [Figure 2] Figure 2 is a structural block diagram of a computer system provided by another exemplary embodiment of the present application. [Figure 3] Figure 3 is a flowchart illustrating a method for leveling up a shop in a turn-based strategy game, as provided by another exemplary embodiment of the present invention. [Figure 4] Figure 4 is a schematic diagram of the interface for a shop level-up method in a turn-based strategy game provided by another exemplary embodiment of the present application. [Figure 5] Figure 5 is a schematic diagram of the interface for a shop level-up method in a turn-based strategy game provided by another exemplary embodiment of the present application. [Figure 6] Figure 6 is a schematic diagram of an interface for a method of upgrading the level of a shop in a turn-based strategy game provided by another exemplary embodiment of the present application. [Figure 7] Figure 7 is a flowchart of a method of upgrading the level of a shop in a turn-based strategy game provided by another exemplary embodiment of the present application. [Figure 8] Figure 8 is a schematic diagram of the display position of a method of upgrading the level of a shop in a turn-based strategy game provided by another exemplary embodiment of the present application. [Figure 9] Figure 9 is a flowchart of a method of upgrading the level of a shop in a turn-based strategy game provided by another exemplary embodiment of the present application. [Figure 10] Figure 10 is a schematic diagram of the display position of a method of upgrading the level of a shop in a turn-based strategy game provided by another exemplary embodiment of the present application. [Figure 11] Figure 11 is a schematic diagram of the display position of a method of upgrading the level of a shop in a turn-based strategy game provided by another exemplary embodiment of the present application. [Figure 12] Figure 12 is a flowchart of a method of upgrading the level of a shop in a turn-based strategy game provided by another exemplary embodiment of the present application. [Figure 13] Figure 13 is a flowchart of a method of upgrading the level of a shop in a turn-based strategy game provided by another exemplary embodiment of the present application. [Figure 14] Figure 14 is a block diagram of a device for upgrading the level of a shop in a turn-based strategy game provided by another exemplary embodiment of the present application. [Figure 15] Figure 15 is a block diagram of a terminal provided by another exemplary embodiment of the present application.

Embodiments for Carrying out the Invention

[0015] First, the terms used in the embodiments of the present application will be described.

[0016] A turn-based strategy game is a strategy game in which "pieces" are pre-arranged before a game battle, and during the battle, the "pieces" can automatically engage in the battle according to the pre-arrangement. Generally, the "pieces" are displayed as virtual characters, and during the battle, the virtual characters automatically activate various skills to engage in the battle. The battle is generally turn-based. If all the "pieces" of one side are destroyed (i.e., the life value of the virtual character drops to zero), the player of this side loses the battle in this turn. In some embodiments, in addition to the "piece-type virtual characters" used in the game by both sides, virtual characters representing the users participating in the battle are further provided. Although these virtual characters cannot move to the battle area or the candidate piece area as "pieces", they also have a set life value (or HP). The life value of the virtual character decreases (losing the battle) or remains maintained (winning the battle) accordingly based on the result of each battle. When the life point of the virtual character drops to zero, the user corresponding to the virtual character will withdraw from the battle, and the remaining users will continue the battle. Optionally, the turn-based strategy game includes an autobattler.

[0017] An autobattler is a type of trading card game that uses hero cards and is an 8-player turn-based competitive game. In the game, a total of 8 players each occupy a part of the game board. Each turn includes two phases: a preparation phase and a battle phase. In the preparation phase, the user purchases pieces (heroes) in the shop and arranges battle formations on the game board. In the battle phase, the battle formations of both sides are fixed, and the pieces automatically engage in battle until all the pieces of one side are destroyed. The side whose pieces are all destroyed loses the battle in this turn, and a certain amount of HP is deducted. The game turns are repeated constantly until the player's life value becomes 0 or less and the player is forced to withdraw from the game, and the player battles against new opponents. The last remaining player becomes the winner (first place) of the game.

[0018] The game board is the area used for preparing for and playing a turn-based strategy game in the game interface. This game board may be a 2D virtual game board, a 2.5D virtual game board, or a 3D virtual game board, but is not particularly limited in this application.

[0019] The game board is divided into a battle area and a candidate piece area. The battle area includes multiple battle squares of equal size. Battle pieces that will be used in battles during a battle are placed on these battle squares. The candidate piece area includes multiple candidate piece positions. Candidate pieces are placed on these candidate piece positions. These candidate pieces do not participate in battles during a battle and can be dragged and placed in the battle area during the preparation phase. In the embodiment of this application, the case where battle pieces include pieces located in the battle area and pieces located in the candidate piece area will be explained as an example.

[0020] Regarding the arrangement of the grid in the battle area, in some embodiments, the battle area includes n (rows) x m (columns) battle grids, where n is an integer multiple of 2, and adjacent rows of grids are either aligned or staggered. The battle area is also evenly divided into two parts by rows: an ally battle area and an enemy battle area. Users participating in the battle are positioned on the upper and lower sides of the battle interface, respectively, and during the preparation phase, users can only place pieces in the ally battle area. In other embodiments, the battle area is also evenly divided into two parts by columns: an ally battle area and an enemy battle area. Users participating in the battle are positioned on the left and right sides of the battle interface, respectively. The shape of the battle grid may be a square, rectangle, circle, or hexagon, but the shapes of the grids are not limited in the embodiments of this application.

[0021] In some embodiments, the battle squares are always displayed on the board, while in other embodiments, the battle squares are displayed when the user places a battle piece, and disappear after the battle piece has been placed on the square.

[0022] For example, as shown in Figure 1, the battle board 11 in the battle interface includes a candidate piece area 111 and a battle area 112, where the friendly battle area contains 3 x 7 battle squares. The shape of the squares is hexagonal, with adjacent rows of squares alternating, and the candidate piece area 111 contains 9 candidate piece positions.

[0023] A virtual character is a piece placed on the game board in a turn-based strategy game, and includes both player pieces and pieces sold in the shop. Player pieces include pieces located in the battle area and pieces located in the candidate piece area. Virtual characters may be virtual pieces, virtual people, virtual animals, anime characters, etc. Virtual characters may also be displayed as 3D models. When a user purchases a piece from the shop, the purchased piece can be combined with the player pieces the user owns to trigger enhanced battle effects, or it can participate in the game battle on its own as a player piece.

[0024] The positions of the battle pieces on the board can be selectively changed. During the preparation phase, the user adjusts the positions of pieces in the battle area and the candidate piece area, moving pieces located in the battle area to the candidate piece area (if there are empty candidate piece positions in the candidate piece area), or moving pieces located in the candidate piece area to the battle area. The positions of pieces located in the candidate piece area can also be adjusted during the battle phase.

[0025] Selectively, during the battle phase, the position of a piece in the battle area differs from that during the preparation phase. For example, during the battle phase, a piece can automatically move from its own battle area to the opponent's battle area to attack an opponent's piece, or it can automatically move from position A in its own battle area to position B in its own battle area.

[0026] Furthermore, during the preparation phase, pieces can only be placed in the friendly battle area, and pieces placed by the enemy are hidden from view on the board.

[0027] As a method of obtaining game pieces, in some implementations, users may purchase pieces from the shop using gold coins during the preparation phase of a game.

[0028] In some embodiments, users participating in a match are represented by virtual characters. These virtual characters may be virtual people, virtual animals, anime characters, etc. In the following embodiments, such virtual characters may be referred to as player virtual characters or user virtual characters.

[0029] As an example, as shown in Figure 1, the battle area 112 displays the first battle piece 111a, the second battle piece 111b, and the third battle piece 111c, while the candidate piece area 111 displays the first candidate piece 112a, the second candidate piece 112b, and the third candidate piece 112c. A player virtual character 113 is displayed next to the battle area and the candidate piece area.

[0030] An attribute is a unique attribute that each piece possesses in a turn-based strategy game. This attribute includes at least two of the following: the faction to which the piece belongs (e.g., Alliance A, Alliance B, neutral, etc.), the type of piece (e.g., warrior, archer, mage, assassin, defender, swordsman, shooter, martial artist, etc.), the type of attack the piece has (e.g., magic, physical, etc.), and the occupation of the piece (e.g., noble, demon, spirit, etc.). However, in the embodiments of this application, the specific types of attributes are not limited.

[0031] Selectively, each piece possesses attributes of at least two dimensions, and the attributes of a piece can be enhanced by the equipment it carries.

[0032] Selectively, in a battle area, if different pieces have correlated attributes (for example, different pieces have the same or complementary attribute) and the number reaches a quantitative threshold (also called bond), then the pair of pieces with that attribute, or all pieces in the battle area, can gain a buff corresponding to that attribute. For example, if there are two warrior attribute pieces in the battle area at the same time, all battle pieces gain a 10% increase in defense. If there are four warrior attribute battle pieces in the battle area at the same time, all battle pieces gain a 20% increase in defense. If there are three spirit attribute pieces in the battle area at the same time, all battle pieces gain a 20% increase in evasion rate.

[0033] The shop is a place within a game where users can purchase pieces (heroes) by spending in-game gold coins (virtual gold coins). It is also called a virtual shop. Typically, five heroes (duplicates are allowed) are displayed in the shop at random. The shop has different levels, and the higher the level, the higher the probability of new, higher-class heroes being added. Usually, the initial level is between levels 1 and 3 (this varies depending on the auto-battle game), and users can level up the shop by spending gold coins.

[0034] User interface (UI) widgets are widgets or elements that are displayed or hidden in the user interface of an application program, such as images, input boxes, text boxes, buttons, and tags. For example, if a UI widget is a hidden widget, the user can trigger these hidden widgets by triggering a specific area in the user interface. Some UI widgets respond to user actions. For example, a purchase widget purchases the corresponding piece in response to a user's purchase action. A level-up widget levels up the shop. The UI widgets in the embodiments of this application include, but are not limited to, purchase widgets and level-up widgets.

[0035] Figure 2 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application. 1000 This is the first terminal. 1010 And, the server 1020 And, the second terminal 1030 This includes.

[0036] Terminal 1 1010 This includes clients that support virtual environments. 1110 The client is installed and running. 1110 This may be a turn-based strategy game program. The first terminal is the client. 1110 When activating, the client 1110 The user interface of the first terminal 1010 It is displayed on the screen. The client may also be a client for an auto-battle game. First terminal 1010 The first user 1120 This is the terminal used by [user name]. The first user, during the preparation phase of the match, uses the first terminal 1010 Use this to place the battle pieces in the battle area on the board. (Terminal 1) 1010 or server 1020 During the battle phase, the system automatically controls the battle pieces to fight each other based on their attributes, skills, and placement in the battle area.

[0037] Terminal 2 1030 A client 131 that supports the virtual environment is installed and running on this terminal. This client 131 may be a turn-based strategy game program. Second terminal 1030 When client 131 is activated, the user interface of client 131 is the second terminal 1030 It will be displayed on the screen. The client may be a client for the Auto Battler game. The 2 devices 1030 This is the second solution 1130 This is the terminal used by [user name]. The second user, during the preparation phase of the match, uses the second terminal. 1030 Use this to place the battle pieces in the battle area on the board. (Second terminal)1030 or server 1020 During the battle phase, the system automatically controls the battle pieces to fight each other based on their attributes, skills, and placement in the battle area.

[0038] Selectively, the first user is the first terminal 1010 The battle pieces placed by the second user, and the second user's second terminal 1030 The pieces placed by the system are located in different game areas on the same board, meaning that the first user and the second user are on the same board in the same game. Alternatively, the first user is on the first terminal. 1010 The battle pieces placed by the second user, and the second user's second terminal 1030 The pieces placed by the system are located on different boards; that is, the first user and the second user are on different boards in the same game. In an optional embodiment, eight user counts participate jointly in one game of a turn-based strategy game, and each turn, two of the eight user counts are matched, with the two matched user counts playing against each other on the same board within that turn.

[0039] Selectively, the first terminal 1010 and the second terminal 1030 The clients installed on the first device are the same, or the same type of client on different operating system platforms (Android or iOS). 1010 Generally, this can refer to one of several devices, or the second device. 1030 This can refer to another terminal among several terminals, and in this embodiment, it refers to the first terminal. 1010 and the second terminal 1030 We will explain using only this as an example. Terminal 1 1010 and the second terminal 1030 The device types may be the same or different. These device types include at least one of the following: smartphones, tablet computers, e-readers, MP3 players, MP4 players, laptop computers, and desktop computers. In the following embodiments, a smartphone will be described as an example of a terminal.

[0040] As those skilled in the art will know, the number of terminals may be more or less than the number described above. For example, the number of terminals may be one (i.e., a match between a user and artificial intelligence), eight (in a 1v1v1v1v1v1v1v1 format, eight users play round-robin matches to eliminate opponents and ultimately determine a winner), or more. The number of terminals and the type of devices are not particularly limited in the embodiments of this application.

[0041] Although only two terminals are shown in Figure 2, in a different embodiment, the server 1020 Multiple other terminals 140 may access it. Selectively, there may be one or more additional terminals 140 that correspond to the developer. Terminal 140 has a client development and editing platform that supports the virtual environment installed. The developer edits and updates the client on terminal 140 and sends the updated client installation package to the server via a wired or wireless network. 1020 It may be transmitted to the first terminal. 1010 and the second terminal 1030 The client installation package is sent to the server 1020 You can also download and update the client from [link / website].

[0042] Terminal 1 1010 , second terminal 1030 , and other terminals 140 connect to the server via a wireless or wired network. 1020 Connects to the server. 1020 This includes at least one of the following: one server, multiple servers, a cloud computing platform, and a virtualization center. 1020 It provides background services to clients that support 3D virtual environments (clients for turn-based strategy games / clients for auto-battle games). Selectively, the server 1020 The server performs the primary calculation, and the terminal performs the secondary calculation. 1020 The server performs the secondary calculation, and the terminal performs the primary calculation.1020 The terminals perform collaborative computing using a distributed computing architecture.

[0043] In a schematic example, a server 1020 This includes a processor 122, a user count database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. The processor 122 is a server 1020 The system reads the commands stored in the system and processes the data in the user count database 123 and the battle service module 124. The user count database 123 is the first terminal 1010 , second terminal 1030 The first terminal stores user count data used by other terminals 140, such as the user count's avatar, nickname, power level, and the service area where the user count is located. The battle service module 124 provides multiple battle rooms for users to battle. The user I / O interface 125 connects to the first terminal via a wireless or wired network. 1010 and / or second terminal 1030 Establish communication and exchange data.

[0044] Combining the above description of the turn-based strategy game and the description of the implementation environment, the method for leveling up the shop in the turn-based strategy game provided by the embodiment of this application will be explained. The explanation will be given as an example where the entity executing the method is the terminal shown in Figure 1, or a client operating on the terminal. The client operating on the terminal is a client of an application program, and the application program is a program for the turn-based strategy game.

[0045] Figure 3 shows a flowchart of a method for leveling up a shop in a turn-based strategy game provided by an exemplary embodiment of the present invention. The method is executable by any terminal as shown in Figure 2 above, or by a client running on any terminal, the client being a client for a turn-based strategy game. The method includes the following steps:

[0046] In step 210, the first shop interface of the first level shop is displayed within the game of the turn-based strategy game. The first level shop is associated with the first function area set, and the second level shop is associated with the second function area set. The first shop interface displays the first function area set in an unlocked state, and further displays the differences between the second and first function area sets in a locked state. The first shop interface also displays instructions on how to level up the shop to unlock the differences. The shop is for selling the pieces used in the turn-based strategy game.

[0047] The shop is an in-game shop for turn-based strategy games, where players purchase pieces used in the game. The shop has a predetermined number of display positions, each displaying one piece for sale. Selectively, the shop has an update widget, which updates the display of pieces for sale in response to triggering the update widget. Selectively, each update updates the pieces displayed in all display positions of the shop; that is, the first set of pieces is displayed before the update, and the second set of pieces is displayed after the update. Naturally, the first set of pieces and the second set of pieces may contain the same pieces.

[0048] A shop has a shop level, and the shop level influences the shop attributes. For example, shop attributes include at least one of the following: the number of display positions, the probability of a piece being updated, the shop's discount rate, the selling price of a piece, the type of piece, the experience points required to level up the shop, and the shop's display style. The number of pieces available for sale displayed in a shop is determined by the number of display positions. If there are 4 display positions, the shop will display 4 pieces simultaneously, and the user can choose and purchase a piece from these 4 pieces. Each time the shop is updated, these 4 pieces are updated, and 4 new pieces are displayed. If there are 6 display positions, the shop will display 6 pieces simultaneously, and the user can choose and purchase a piece from these 6 pieces. Each time the shop is updated, these 6 pieces are updated, and 6 new pieces are displayed. In other words, the more display positions there are, the more pieces the user can choose and purchase, and the higher the probability that the piece the user wants to buy will be updated and appear. Selectively, the number of display positions and the shop level tend to be positively correlated. Exemplarily, the shop level is attribute information of a virtual shop. In one embodiment, the shop is a shop in a virtual game, and when a virtual game is entered, the shop has an initial shop level, for example, level 2. Furthermore, when the current virtual game ends, or when the current virtual game is exited and a new virtual game is entered, the shop level is updated to the initial shop level. Exemplarily, the shop level is attribute information independent of other level information in the game, for example, the shop level is not related to the growth level of a virtual character or the proficiency level of a virtual profession.

[0049] In a selective embodiment, the correspondence between the shop level and the number of display locations is shown in Table 1.

[0050] [Table 1]

[0051] As shown in Table 1, the initial level of a shop during a match is level 2, and the number of display positions is 4. When the shop levels up to level 5, up to 5 display positions are unlocked. When the shop levels up to level 8, up to 6 display positions are unlocked.

[0052] The probability of a piece being updated includes the probability of each piece appearing in the shop, or the probability of each type of piece appearing in the shop, or the probability of each class of piece appearing in the shop. That is, it includes the probability value of a certain piece / a certain type of piece / a certain class of piece appearing after the shop is updated. For example, for a level 1 shop, each piece, or each type of piece (which can be classified from any dimension such as the virtual faction to which the piece belongs, the type of virtual volume the piece occupies, the type of attack skill the piece has, or the virtual occupation of the piece), or each class of piece corresponds to its respective appearance probability. The class is attribute information of the piece, and the class of a piece can also be understood as the virtual level of the piece. The higher the class of a piece, the stronger its various abilities (for example, at least one of virtual attack power, virtual health, or virtual defense). For example, the probability of a class 1 piece appearing in a level 1 shop is 90%, and the probability of a class 1 piece appearing in a level 2 shop is 30%.

[0053] Optionally, shop levels may further correspond to shop discount rates. Higher shop levels offer higher shop discount rates. The gold coin price a user account pays when purchasing a token is the token's list price multiplied by the shop's discount rate. Thus, in higher-level shops, a user account can purchase the same token for fewer gold coins. Optionally, identical tokens may have different selling prices (sell prices) in different level shops. Alternatively, tokens of the same type / class may have different selling prices in different level shops. For example, a Class 1 token might sell for 5 gold coins in a Level 1 shop and for 3 gold coins in a Level 2 shop. Optionally, different types of tokens available for sale in different level shops may also differ. For example, a Level 1 shop might only sell Class 1 tokens, while a Level 2 shop might sell both Class 1 and Class 2 tokens. Optionally, the types of tokens available for sale in a shop may be achieved by adjusting the token refresh probability. For example, if the update probability of a certain type of piece in a shop at a certain level is set to 0, then that type of piece will not appear in a shop at that level.

[0054] Selectively, shops of different levels require different amounts of experience points to level up. For example, a level 1 shop needs 5 experience points to level up to a level 2 shop, while a level 2 shop needs 10 experience points to level up to a level 3 shop. Selectively, there is a positive correlation between the experience points required to level up a shop and the shop's level.

[0055] Selectively, shops at different levels will have different shop display styles. Shop display styles include, but are not limited to, frame style, interface color, interface size, number of display positions, and style of display positions.

[0056] Selectively, a Level 1 shop is a shop with a Level 1 shop level. Level 1 is the shop level, and for example, Level 1 can be any of Level 3, Level 4, or Level 5. Similarly, Level 2 and Level 3 of Level 2 and Level 3 shops are also shop levels. Note that Level 2 shops are better than Level 1 shops, and Level 3 shops are better than Level 2 shops; that is, Level 2 is higher than Level 1, and Level 3 is higher than Level 2.

[0057] Different levels of shops are associated with their respective sets of functional areas. For example, a first-level shop is associated with the first set of functional areas, and a second-level shop is associated with the second set of functional areas. A set of functional areas includes one or more functional areas, which are, for example, functional areas for indicating transaction information for the tokens displayed in the shop interface, and / or functional areas for indicating decorative information in the shop interface. For example, a set of functional areas indicates at least one of the following: the display location of the shop, the frame style of the shop, the size of the shop interface, and the prices of the tokens in the shop.

[0058] In the embodiment of the present invention, the shop interface of the current level shop displays the functional area set corresponding to the current level shop in an unlocked state, while displaying the differences between the functional area set of the next level and the current level shop in a locked state. This allows the user to not only see the functional area set of the current level shop, but also the functional area set of the next level shop. By giving advance notice of the functional area sets that can be unlocked by leveling up the shop, the user is guided to level up the shop.

[0059] Selectively, first-level shops are associated with the first functional area set, and second-level shops are associated with the second functional area set.

[0060] The differences between the next level of feature area set and the current level of feature area set include, but are not limited to, at least one of the following: differences in frame style, differences in interface size, differences in the number of display positions, differences in the style of display positions, or differences in the selling price of the units. The following explains how to display the differences in a locked state.

[0061] If the first functional area set includes display locations for the first quantity, and the second functional area set includes display locations for both the first and second quantities, the display location for the second quantity is displayed in a locked state. The display location for the second quantity is the difference portion. Display locations displayed in a locked state do not display any items for sale. Display locations displayed in a locked state do not respond to user purchase operations. Display locations for the first quantity included in the first functional area set are displayed in an unlocked state, and display locations displayed in an unlocked state display items for sale. Display locations displayed in an unlocked state can respond to user purchase operations.

[0062] If the frame style of the second function area set is an addition to the frame style of the first function area set, the addition will be displayed in grayscale. If the frame style of the second function area set and the frame style of the first function area set are completely different, the frame style of the first function area set will be displayed in a free state, e.g., in color, while the frame style of the second function area set will be displayed in a locked state, e.g., in grayscale, outside of the frame style of the first function area set.

[0063] If the interface sizes of the first and second function area sets differ, the interface size of the second function area set will be used for display. The interface size corresponding to the first function area set will be displayed in an unlocked state (e.g., color format), and the interface size corresponding to the second function area set will be displayed in a locked state (e.g., grayscale format).

[0064] If the display position styles of the first and second functional area sets are different, the display positions included in the first functional area set (display positions for the first quantity) will be displayed as the first display position style (display position style corresponding to the first functional area set), and the display positions added in the second functional area set (display positions for the second quantity) will be displayed as the second display position style (display position style corresponding to the second functional area set).

[0065] In the first shop interface, the first item to be sold is displayed, and if the first price at which the first item is sold in the first-level shop is different from the second price at which it is sold in the second-level shop, the first shop interface will display both the first and second prices for the first item, with the first price displayed as available and the second price displayed as locked. For example, 1 The first price is displayed in color, and the second price in grayscale. Alternatively, the first price is highlighted, and the second price is displayed in low brightness. Alternatively, a lock mark is displayed on the second price.

[0066] For example, the first functional area set is a subset of the second functional area set. This includes, for instance, at least one of the following: fewer shop display locations are indicated by the first functional area set than by the second functional area set; the complexity of shop frame styles, patterns, and colors is lower by the first functional area set than by the second functional area set; the size of the shop interface is smaller by the first functional area set than by the second functional area set; or the prices of the items in the shop indicated by the first functional area set are higher than by the second functional area set.

[0067] Selectively, in the first shop interface, additional unlock guidance may be displayed for the differing parts. The unlock guidance may include at least one of the following: text guidance, icon guidance, or animation guidance. For example, a text message "Unlock the second level shop" may be displayed near / on the differing part. Alternatively, an animation indicating that the shop is waiting to be unlocked may be displayed on the differing part. Alternatively, an icon indicating that the second level will be unlocked may be displayed on the differing part.

[0068] For example, as shown in Figure 4, if the second functional area set is displayed in the first shop interface, and the first functional area set includes four display positions and the second functional area set includes five display positions, the difference between the first and second functional area sets includes the first display position 301. In this case, the first shop interface displays the first display position 301 as locked, and the message "Release at Level 5" is displayed for the first display position 301.

[0069] Selectively, the shop interface (including, but not limited to, the first and second shop interfaces) may be displayed on top of the game interface (including the board interface) in the form of a pop-up window. For example, the five display positions in Figure 4 are shop interfaces, and these shop interfaces are displayed on top of the game interface. The shop interface may also be displayed as a standalone interface (covering the entire display screen).

[0070] In step 220, in response to leveling up from a first-level shop to a second-level shop, the second shop interface of the second-level shop is displayed, with the difference portion shown in a released state.

[0071] Selectively, when a shop levels up from a first-level shop to a second-level shop, the first shop interface is updated to display the second shop interface corresponding to the second-level shop. That is, when a shop levels up, the first shop interface is immediately updated to display the second shop interface. Immediate update means that the shop is updated instantly to display the second-level shop, regardless of which phase the game is currently in (including the game phase and the preparation phase). In a selective embodiment, step 220 in this embodiment can be implemented as the following substep.

[0072] In substep 20a, when a shop levels up from a first-level shop to a second-level shop, the first shop interface is updated and the second shop interface corresponding to the second-level shop is displayed.

[0073] Substep 20a may be carried out independently as a new embodiment in combination with steps 210 and 230, but this application does not limit it.

[0074] In a selective implementation, the shop interface is automatically refreshed once free of charge after each match ends (i.e., when entering the preparation phase for the next match). This means that if a user levels up the shop during a match, the shop is immediately refreshed once free of charge, and a new set of pieces appears. Then, after the current match ends, the shop is automatically refreshed again. In this way, users can view two sets of pieces refreshed in a high-level shop for free, increasing their chances of obtaining the pieces they want. Note that, in addition to the automatic shop refresh, users will need gold coins to manually refresh the shop.

[0075] Displaying the difference portion in a released state means that, if the first functional area set includes a display position for the first quantity and the second functional area set includes display positions for both the first and second quantities, the display position for the second quantity is released from the first shop interface, making it the second shop interface for the second level shop. In an optional embodiment, step 220 in this embodiment can be implemented as the following substep.

[0076] In substep 20b, in response to the level-up from the first-level shop to the second-level shop, the display position for the second quantity is released from the first shop interface and becomes the second shop interface of the second-level shop.

[0077] Substep 20b may be implemented independently as a new embodiment in combination with steps 210 and 230, but this is not limited to this. Exemplarily, in the second shop interface, the display positions for the second quantity are displayed in an open state. Display positions displayed in an open state show items for sale. Display positions displayed in an open state can respond to user purchase operations. Optionally, the second shop interface includes open display positions for the sum of the first and second quantities.

[0078] For example, Figure 5(1) shows the first shop interface. The first shop interface displays the second functional area set of a second-level shop (a level 8 shop). The second functional area set includes six display positions, while the first functional area set includes five display positions, and the difference between the two functional area sets is the second display position 302. In the first shop interface, the second display position 302 is displayed in a locked state, with a lock mark and the message "Released at level 8" displayed on the second display position, and no pieces to be sold are displayed. As shown in Figure 5(2), when a shop levels up from a first-level shop (a level 7 shop) to a second-level shop (a level 8 shop), the shop interface is immediately updated, an unlock animation is displayed on the second display position 302, and as the unlock animation plays, the second display position 302 is gradually unlocked, and pieces to be sold are gradually displayed on the second display position 302. In a selective embodiment, when the shop is upgraded, the frames displayed in the original display positions (the five original display positions in the figure, i.e., the display positions of the first quantity) are also updated accordingly.

[0079] If the frame style of the second function area set is an addition to the frame style of the first function area set, the added frame will gradually be displayed in its original color from a grayscale state. If the frame style of the second function area set and the frame style of the first function area set are completely different, the frame style of the first function area set will be hidden, and the grayscale frame style of the second function area set will gradually be displayed in its original color.

[0080] If the display position styles of the first and second functional area sets are different, the display positions included in the first functional area set (display positions for the first quantity) will be changed from the first display position style (display position style corresponding to the first functional area set) to the second display position style (display position style corresponding to the second functional area set), while the display positions added in the second functional area set (display positions for the second quantity) will be displayed using the second display position style.

[0081] If the first item sold in the first shop interface is displayed, and the first price at which the first item is sold in the first-level shop is different from the second price at which it is sold in the second-level shop, the first price of the first item will be hidden, and the second price will be displayed in an unlocked state. For example, the second price will be displayed in its original color, or the second price will be highlighted, or the lock mark on the second price will be hidden.

[0082] Selectively, shops accumulate experience points, and level up as their experience points increase. For example, when a shop's experience points reach 100, its level becomes level 2, and when its experience points reach 300, its level becomes level 3. Alternatively, each shop level corresponds to an experience point meter, and when the meter is full, the shop levels up. For example, if a level 2 shop's experience point meter shows 200 experience points, and it gains 200 experience points, the level 2 shop levels up to a level 3 shop, and the level 3 shop's experience point meter is displayed.

[0083] Selectively, the shop level increases based on the number of pieces purchased by the user account. For example, if the number of pieces purchased by a user reaches 5, the shop level will increase from level 1 to level 2.

[0084] The shop level selectively increases based on the total time / turns of the game. For example, if the total time of the game reaches 5 minutes, the shop level will increase from level 1 to level 2. Alternatively, if the current game reaches 2 turns, the shop level will increase from level 1 to level 2.

[0085] For example, a terminal device / server may control a shop to automatically level up from a Level 1 shop to a Level 2 shop. For instance, after each turn's match ends, the shop automatically gains 2 shop experience points, and when the shop's experience points meet the level-up conditions, the shop automatically levels up to Level 2.

[0086] For example, a terminal device may control a shop to level up from a first-level shop to a second-level shop in response to user actions. For instance, the terminal device may increase the shop's experience points in response to a user purchasing shop experience points, and then control the shop level to level up from the first level to the second level in response to the shop's experience points meeting the level-up conditions. Alternatively, the terminal device may control a shop to level up from a first-level shop to a second-level shop in response to a user leveling up the shop.

[0087] Selectively, shop level-ups may occur only between turns; that is, shops can only be leveled up after the end of a turn and before the start of the next turn. Alternatively, shop level-ups may occur only between matches; that is, shops can only be leveled up after the end of the current match and before the start of the next match. Alternatively, there may be no timing restrictions on shop level-ups; that is, shops can be leveled up at any time (including during a match or within a turn).

[0088] For example, the difference between the second shop interface and the first shop interface is that the difference is displayed in an open state. Selectively, apart from the difference in the display of the difference, the display style of other parts of the second shop interface and the first shop interface are identical (here, identical display style does not include the same number of pieces being sold).

[0089] Selectively, if there are differences between the third and second functional area sets corresponding to the third-level shop, the second shop interface should further display these differences between the third and second functional area sets.

[0090] In other words, in response to the level-up from a first-level shop to a second-level shop, and the existence of differences between the second functional area set corresponding to the second-level shop and the third functional area set corresponding to the third-level shop, the display position of the second quantity is released from the first shop interface, and the differences between the second and third functional area sets are added to display, thereby creating the second shop interface for the second-level shop. 2 In the shop interface, further information is displayed indicating that the differences between the second and third function area sets will be unlocked upon the shop's level-up. Alternatively, in response to the shop leveling up from a first-level shop to a second-level shop, and the existence of differences between the second function area set corresponding to the second-level shop and the third function area set corresponding to the third-level shop, the second shop interface for the second-level shop is displayed. In the second shop interface, the third function area set is displayed, and the differences between the second and third function area sets are shown as locked. Further information is displayed in the second shop interface indicating that the differences will be unlocked upon the shop's level-up.

[0091] For example, the first shop interface is displayed in Figure 6(1). In the first shop interface, the second functional area set of a second-level shop (level 5 shop) is displayed. The second functional area set includes five display positions, the first functional area set includes four display positions, and the difference between the two functional area sets is the third display position 303. In the first shop interface, the third display position 303 is displayed as locked, a lock mark and the message "Released at level 5" are displayed at the third display position, and no pieces for sale are displayed. As shown in Figure 6(2), when a shop levels up from a first-level shop (level 4 shop) to a second-level shop (level 5 shop), the second shop interface is displayed. In the second shop interface, the third functional area set of a third-level shop (level 6 shop) is displayed. The third functional area set includes six display positions, the second functional area set includes five display positions, and the difference between the two functional area sets is the fourth display position 304. In other words, in the second shop interface, the third display position 303 is displayed in an open state, the piece to be sold is displayed in the open third display position, the fourth display position 304 is displayed in a locked state, and a lock mark and "level" are displayed in the fourth display position. 8 The message "Released" is displayed, and no pieces for sale are shown in the fourth display position. In a selective embodiment, when the shop levels up, the pieces displayed in the original display positions (the original four display positions in the diagram, i.e., the display positions of the first quantity) are also updated accordingly.

[0092] In step 230, in response to receiving the purchase operation for the first piece in the second shop interface, the purchased first piece is displayed in the candidate piece area for the turn-based strategy game match.

[0093] Selectively, users can purchase tokens in the second shop interface. When a shop levels up to the second level, the tokens sold in the shop are updated along with the shop interface update. For example, the tokens displayed in the second shop interface are updated according to the token update probability of the second-level shop.

[0094] Selectively, the second shop interface includes the first display location, which may be one of the display locations for the first quantity or one of the display locations for the second quantity. When a first-level shop levels up to a second-level shop, the piece in the first display location is updated and displayed as the first piece. In response to receiving a purchase operation triggered on the first piece, the terminal device displays the first piece in the candidate piece area for the turn-based strategy game match, and does not display a piece in the first display location. In response to a shop refresh operation, the updated piece is displayed in the first display location. That is, from the time a user purchases a piece at a display location until the next shop interface is refreshed, that display location is displayed as empty and no piece is displayed at that location.

[0095] Selectively, when a user account purchases the first slot at the first exhibition location, the slot at that location may be immediately updated so that after the purchase, the slot changes from the first slot to the second slot. In other words, when a user purchases a slot at an exhibition location, the slot at that location is immediately updated.

[0096] Selectively, a purchased piece (e.g., the first piece) may first be displayed in the candidate piece area and, in response to a user's movement operation, move a piece from the candidate piece area to the battle area. Alternatively, the purchased piece may be displayed directly in the battle area. Selectively, if the purchased piece (e.g., the first piece) can trigger fusion and level-up of owned pieces, the newly purchased first piece will not be displayed separately, but will be directly fused with the owned piece and displayed as a leveled-up owned piece.

[0097] As described above, according to the method provided in this embodiment, the functional area set corresponding to the next level shop is displayed in the shop, and the difference portion between the functional area set of the current level shop and the next level shop is displayed in a locked state. When the shop levels up to the next level, the difference portion is released and displayed. The display style of the shop interface visually conveys the shop level and some of the benefits resulting from the change in shop level. Furthermore, since some of the benefits that the next level shop will bring can be conveyed in advance, the information transmission efficiency of the shop interface is greatly improved, and it is possible to respond to the fast pace of turn-based strategy games.

[0098] For example, different levels of shops correspond to different probability of updating the pieces.

[0099] Figure 7 shows a flowchart of a method for leveling up a shop in a turn-based strategy game provided by an exemplary embodiment of the present invention. The method is executable by any terminal shown in Figure 2 above, or by a client operating on any terminal, the client being a client for a turn-based strategy game. The method includes the following steps:

[0100] In step 210, the first shop interface of the first level shop is displayed within the game of the turn-based strategy game. The first level shop is associated with the first function area set, and the second level shop is associated with the second function area set. The first shop interface displays the first function area set in an unlocked state, and further displays the differences between the second and first function area sets in a locked state. The first shop interface also displays instructions on how to level up the shop to unlock the differences. The shop is for selling the pieces used in the turn-based strategy game.

[0101] Selectively, in response to the start / end of the preparation / match phase / opening of the shop operation, the first shop interface of the first level shop is displayed within the game of the turn-based strategy game. Selectively, the first shop interface is displayed on top of the game interface of the turn-based strategy game in the form of a popup window. Selectively, the shop level is displayed in either the first shop interface or the game interface of the turn-based strategy game. The game interface of the turn-based strategy game includes a shop widget for opening the shop. Selectively, if there are differences between the function area sets corresponding to the current level shop (first level shop) and the next level shop (second level shop), the function area set corresponding to the next level shop is displayed in the current level shop interface, the differences are displayed in a locked state, and information is displayed indicating that the differences will be released in the next level shop. If the differences include UI widgets, the locked widgets are unresponsive to trigger operations.

[0102] Selectively, the user can purchase pieces in the first shop interface. The first shop interface includes display locations for a first quantity and locked display locations for a second quantity. The user purchases a piece from the display location for the first quantity. In response to receiving a purchase operation for a third piece in the first shop interface, the purchased third piece is displayed in the candidate piece area of ​​the turn-based strategy game.

[0103] Selectively, if the difference includes a display position, the second frame update probability corresponding to the second-level shop may be displayed at the locked display position. For example, the appearance probability of each class of frame from the second frame update probability may be displayed at the display position. Alternatively, if new frames can be updated and appear in the second-level shop more than in the first-level shop, an icon or indicator information of the new frames that can be updated and appear may be displayed at the locked display position. For example, Figure 8 shows the display style when display position 306 is locked. If the appearance probability of class 1 frames in the first-level shop is 100% and the appearance probability of class 2 frames is 0%, and the appearance probability of class 1 frames in the second-level shop is 95% and the appearance probability of class 2 frames is 5%, then the second frame update probability corresponding to the second-level shop (95% appearance probability of class 1 frames, 5% appearance probability of class 2 frames) is displayed at the locked display position of the second quantity, and the update probability corresponding to class 2 frames that only appear in the second-level shop is highlighted. Specifically, in response to a new type of piece being updated and appearing in the second-level shop compared to the first-level shop, information indicating this new type of piece is displayed at the locked display location. This information indicates that when the second-level shop is unlocked, there is a possibility that this new type of piece will be updated and appear. Alternatively, the second piece update probability for the second-level shop is displayed at the locked display location, and if there are pieces in the second piece update probability that are not included in the first piece update probability, the appearance probability of those pieces not included in the second piece update probability is highlighted.

[0104] In step 211, if the shop is a first-level shop, in response to the shop update operation, the tokens sold in the first-level shop are updated with the first-to-last token update probability corresponding to the first-level shop.

[0105] Selectively, a shop update widget is displayed in the first shop interface, and the first shop interface includes a shop update widget 305, for example, as shown in Figure 5(1). In response to the shop update widget in the first shop interface being triggered, the pieces sold in the first-level shop are updated with the first piece update probability corresponding to the first-level shop.

[0106] Selectively, the probability of a piece being updated (including the probability of the first piece being updated and the probability of the second piece being updated) may include the probability of appearance corresponding to each piece in the piece lineup, or the probability of appearance corresponding to each type of piece in the piece lineup (the classification criteria may be arbitrary), or the probability of appearance corresponding to each class of piece in the piece lineup. The piece lineup includes all pieces that can appear in the shop.

[0107] In a selective embodiment, as shown in Table 2, the update probability of a piece includes the occurrence probability corresponding to each class of piece.

[0108] [Table 2]

[0109] If the shop level in the game is level 2, only Class 1 pieces will be updated and appear. If the shop level in the game is level 3, there is a 95% chance that Class 1 pieces will be updated and appear, and a 5% chance that Class 2 pieces will be updated and appear. If the shop level in the game is level 4, there is a 79% chance that Class 1 pieces will be updated and appear, a 20% chance that Class 2 pieces will be updated and appear, and a 1% chance that Class 3 pieces will be updated and appear. If the shop level in the game is level 5, there is a 45% chance that Class 1 pieces will be updated and appear, a 50% chance that Class 2 pieces will be updated and appear, and a 5% chance that Class 3 pieces will be updated and appear. If the shop level in the game is level 6, there is a 20% chance that Class 1 pieces will be updated and appear, a 35% chance that Class 2 pieces will be updated and appear, a 40% chance that Class 3 pieces will be updated and appear, and a 5% chance that Class 4 pieces will be updated and appear. If the shop level in the game is level 7, there is a 14% chance that a Class 1 piece will be updated and appear, a 30% chance that a Class 2 piece will be updated and appear, a 30% chance that a Class 3 piece will be updated and appear, a 25% chance that a Class 4 piece will be updated and appear, and a 1% chance that a Class 5 piece will be updated and appear. If the shop level in the game is level 8, there is a 7% chance that a Class 1 piece will be updated and appear, a 20% chance that a Class 2 piece will be updated and appear, a 30% chance that a Class 3 piece will be updated and appear, a 25% chance that a Class 4 piece will be updated and appear, and an 18% chance that a Class 5 piece will be updated and appear.

[0110] For example, in Table 2, if the probability of a piece is blank, it indicates that the probability of the piece being updated is 0%. For instance, if the shop level in the game is level 2, the update probability for pieces of classes 2 through 5 is 0%. Therefore, referring to Table 1, when the shop levels up to level 5 and a fifth new display space is unlocked, the class probability of the piece that is updated and appears in that display space will be the probability of a piece of class 1 / 2 / 3 / 4 / 5 corresponding to shop level 5. When the shop levels up to level 8 and a sixth new display space is unlocked, the class probability of the piece that is updated and appears in that display space will be the probability of a piece of class 1 / 2 / 3 / 4 / 5 corresponding to shop level 8.

[0111] Referring to Table 1, if the shop level is level 2 (a level 1 shop), when the shop is updated, the combined probability of the updated pieces appearing in the four display positions will be the probability of pieces of class 1 / 2 / 3 / 4 / 5 corresponding to shop level 2.

[0112] In step 220, in response to leveling up from a first-level shop to a second-level shop, the second shop interface of the second-level shop is displayed, with the difference portion shown in a released state.

[0113] Selectively, in response to a Level 1 shop's experience points reaching the requirements for leveling up to Level 2, the shop level is upgraded from Level 1 to Level 2, and the Level 1 shop interface is updated to display the Level 2 shop interface.

[0114] Selectively, in response to a shop experience point purchase operation, the user account's gold is reduced and the corresponding shop experience points are added. In response to the shop experience points reaching the condition for leveling up to the second level, the shop level is increased from the first level to the second level, and the first shop interface is updated to display the second shop interface. Selectively, in response to a shop level-up operation, the user account's gold is reduced, the shop level is increased from the first level to the second level, and the first shop interface is updated to display the second shop interface.

[0115] Selectively, display the transition animation from the first shop interface to the second shop interface. Alternatively, display the release animation for the differences in the locked state of the first shop interface to become the second shop interface. Selectively, when the shop interface is not open during a shop level-up, display the second shop interface directly when the shop interface is opened.

[0116] Selectively, if the difference includes a UI widget, the released UI widget will be allowed to respond to user trigger operations.

[0117] Selectively, the tokens sold in the second shop interface are updated with the second token update probability corresponding to the second level shop.

[0118] In step 221, if the shop is a second-level shop, in response to the shop update operation, the tokens sold in the second-level shop are updated with the second-to-last token update probability corresponding to the second-level shop.

[0119] Selectively, a shop update widget is displayed in the second shop interface, and the second shop interface includes a shop update widget 305, for example, as shown in Figure 5(2). In response to the shop update widget in the second shop interface being triggered, the pieces sold in the second-level shop are updated with the second piece update probability corresponding to the second-level shop.

[0120] For example, as shown in Table 2, the pieces sold in the second shop interface are updated with the probability of appearance of pieces of each class corresponding to the second-level shop.

[0121] Furthermore, if the shop level of a Level 2 shop is higher than that of a Level 1 shop, the probability of a Class 1 piece appearing in the first piece update probability is higher than the probability of a Class 1 piece appearing in the second piece update probability. high The probability of a second-class frame appearing in the first frame update probability is greater than the probability of a second-class frame appearing in the second frame update probability. low For example, a Class 2 piece has at least one of the following attributes better than a Class 1 piece: virtual attack power, virtual health, or virtual defense. In other words, the higher the shop level, the higher the probability of obtaining a high-class piece and the lower the probability of obtaining a low-class piece.

[0122] In step 230, in response to receiving the purchase operation for the first piece in the second shop interface, the purchased first piece is displayed in the candidate piece area for the turn-based strategy game match.

[0123] Selectively, step 230 may be performed before step 221 or after step 221. That is, pieces can be purchased in the second shop interface both before and after the update of the second shop interface.

[0124] As described above, according to the method provided in this embodiment, after a shop levels up, the probability of updating pieces in the shop is increased accordingly so that better pieces are more likely to appear in higher-level shops. Based on this, when displaying the first shop interface, the probability of updating pieces in the second-level shop can be displayed in the locked display position, thereby notifying the user that the probability of obtaining high-class pieces will increase after the shop levels up.

[0125] Selectively, in the process of a Level 1 shop gradually leveling up to a Level 2 shop, the difference in the locked state may be displayed as the shop's level-up progress. This allows the user to be informed that the shop level will soon be upgraded and that the difference will soon be unlocked.

[0126] Figure 9 shows a flowchart of a method for leveling up a shop in a turn-based strategy game provided by an exemplary embodiment of the present invention. The method is executable by any terminal shown in Figure 2 above, or by a client operating on any terminal, the client being a client for a turn-based strategy game. The method includes the following steps:

[0127] In step 210, the first shop interface of the first level shop is displayed within the game of the turn-based strategy game. The first level shop is associated with the first function area set, and the second level shop is associated with the second function area set. The first shop interface displays the first function area set in an unlocked state, and further displays the differences between the second and first function area sets in a locked state. The first shop interface also displays instructions on how to level up the shop to unlock the differences. The shop is for selling the pieces used in the turn-based strategy game.

[0128] In step 212, the differences are displayed based on the progress of the Level 1 shop's level-up to Level 2 shop.

[0129] For example, as shop experience points increase in a first-level shop, the release of the difference portion becomes closer. Therefore, the display of the difference portion may be changed during the process of increasing shop experience points.

[0130] The embodiments of this invention provide three methods for changing the difference portion as the level-up progresses.

[0131] (1) When the progress of a Level 1 shop to Level 2 reaches the first threshold, the difference is highlighted. The first threshold can be set arbitrarily; for example, the first threshold may be set to 90%. Alternatively, if the shop experience points required to level up to Level 2 are 200, the first threshold for experience points may be set to 180.

[0132] Highlighting may include features such as highlighting, a flickering lock icon, and a defocused lock icon.

[0133] (2) Based on the progress of upgrading a Level 1 shop to a Level 2 shop, a liberation meter will be displayed in the difference area.

[0134] Selectively, the difference section may also display an unlock meter that progresses in accordance with the shop's level-up progress.

[0135] For example, if the difference includes an exhibit position, a release meter 307 may be displayed at the locked exhibit position 306, as shown in Figure 10. The release progress in the release meter is synchronized with the shop's level-up progress. When the shop levels up to the second level, the release meter fills up, a release animation is played, and the exhibit position is released.

[0136] (3) Displaying the display positions of the second quantity in a locked state includes adding an opaque mask to each of the display positions of the second quantity to obscure the pieces displayed in the display positions of the second quantity, so that the display positions in the locked state do not respond to purchase operations, and when the progress of leveling up from the first level shop to the second level shop exceeds the second threshold, the transparency of the opaque mask decreases in accordance with the progress of leveling up, so that the pieces in the display positions of the second quantity gradually appear.

[0137] When a shop levels up to the second level, in response to the level-up progress reaching the second level shop, the opacity mask is hidden, and a piece is displayed in the second quantity display position to create the second shop interface for the second level shop.

[0138] Exemplary, the two steps of (3) may be carried out independently as a new embodiment in combination with steps 210 and 230, but are not limited to this. That is, when the shop's level-up progress is below the second threshold, the locked display position is completely opaque and no pieces for sale are displayed. When the shop's level-up progress reaches or exceeds the second threshold, the mask of the locked display position gradually becomes transparent from completely opaque, and pieces begin to be updated and displayed in the locked display position with the second piece update probability for a second-level shop, and as the level-up progress increases, the pieces displayed in the locked display position gradually become clearer until the shop levels up to the second level, and the display position is released with the clearly displayed pieces.

[0139] Figure 11 shows a schematic diagram of the display locations for a shop level-up method in a turn-based strategy game provided by an exemplary embodiment of the present invention. For example, as shown in Figure 11(1), when the progress of a first-level shop to a second-level shop is below the second threshold, the display location is covered by an opaque mask, and the user cannot see the pieces that are about to be sold at that location. When the progress of a first-level shop to a second-level shop reaches the second threshold, as shown in Figures 11(2), (3), and (4), the opaque mask of the display location gradually becomes transparent in accordance with the shop's level-up progress. When the first-level shop is leveled up to a second-level shop, as shown in Figure 11(5), the opaque mask of the display location is hidden (or the transparency of the opaque mask is made completely transparent), and the release guidance information for the display location is hidden. At this time, the display location is displayed in an open state, and the user can clearly see the pieces that are about to be sold at that location and purchase them.

[0140] Furthermore, if a shop is updated during the process in which the mask of an exhibit position gradually becomes transparent, the pieces displayed at that exhibit position are also updated accordingly. However, while pieces at other unlocked exhibit positions are updated with the first piece update probability for a first-level shop, the pieces at the locked exhibit position are updated with the second piece update probability for a second-level shop. That is, if a shop is a first-level shop, in response to the shop's update operation, the pieces displayed at the first quantity exhibit position are updated with the first piece update probability corresponding to a first-level shop, and the pieces displayed at the second quantity exhibit position are updated with the second piece update probability corresponding to a second-level shop.

[0141] When a shop levels up to the second level, the display position for the second quantity is unlocked, and the display markers for the first and second quantities are updated with the second marker update probability. If method (3) is selectively adopted, since the marker that will be updated with the second marker update probability is already displayed in the display position for the second quantity, when the shop levels up, it may be controlled so that the marker in the display position for the second quantity remains the same, and only the marker in the display position for the first quantity is updated.

[0142] In step 220, in response to leveling up from a first-level shop to a second-level shop, the second shop interface of the second-level shop is displayed, with the difference portion shown in a released state.

[0143] In step 230, in response to receiving the purchase operation for the first piece in the second shop interface, the purchased first piece is displayed in the candidate piece area for the turn-based strategy game match.

[0144] As described above, the method provided by this embodiment allows the user to be informed that the differing portion will soon be released as the shop levels up, by controlling the display of the differing portion in accordance with the shop's level-up progress. If the differing portion includes a display location, when the level-up progress reaches a predetermined threshold, the display location is updated and displayed in advance, and the display location is obscured. As the level-up progresses, the obscuration of the display location is gradually removed, allowing the user to know in advance which display location will become available when it is released. This makes it easier for the user to take action in response to the new display location brought about by the shop level-up, improving the information transmission efficiency of the shop interface.

[0145] Selectively, high-level shops can sell not only tokens but also shop exchange cards. Using a shop exchange card allows both players to exchange shops, and the user can purchase tokens from the opponent's shop. If the opponent's shop level is high, the user can purchase higher-class tokens.

[0146] Figure 12 shows a flowchart of a method for leveling up a shop in a turn-based strategy game provided by an exemplary embodiment of the present invention. The method is executable by any terminal shown in Figure 2 above, or by a client operating on any terminal, the client being a client for a turn-based strategy game. The method includes the following steps:

[0147] In step 210, the first shop interface of the first level shop is displayed within the game of the turn-based strategy game. The first level shop is associated with the first function area set, and the second level shop is associated with the second function area set. The first shop interface displays the first function area set in an unlocked state, and further displays the differences between the second and first function area sets in a locked state. The first shop interface also displays instructions on how to level up the shop to unlock the differences. The shop is for selling the pieces used in the turn-based strategy game.

[0148] In step 220, in response to leveling up from a first-level shop to a second-level shop, the second shop interface of the second-level shop is displayed, with the difference portion shown in a released state.

[0149] In step 230, in response to receiving the purchase operation for the first piece in the second shop interface, the purchased first piece is displayed in the candidate piece area for the turn-based strategy game match.

[0150] Selectively, the order in which steps 230 and 231 are performed is not restricted.

[0151] In step 231, in response to receiving a purchase operation for a shop exchange card, the second shop interface is updated to display the third shop interface, which is the shop interface for the enemy user account.

[0152] Selectively, display locations unlocked in the second level shop may also be able to sell shop exchange cards. That is, in the second quantity of display locations unlocked in the second level shop, there is at least one display location for selling shop exchange cards. For example, in the second level shop, a fourth display location may be unlocked where shop exchange cards are updated and become available. In this case, in response to receiving a purchase operation for a shop exchange card triggered at the fourth display location, the shop exchange card is purchased and used, and the friendly shop and the enemy shop are exchanged. The friendly shop's shop interface (second shop interface) is updated and displayed with the enemy shop's shop interface (third shop interface). The levels of the friendly shop and the enemy shop are not limited; the enemy shop's level may be higher or lower than the friendly shop's level.

[0153] In a selective embodiment, the shop exchange card can only be updated and appear in the fourth display position if the enemy shop's level is higher than the friendly shop's level. If the enemy shop's level is less than or equal to the friendly shop's level, the probability of the shop exchange card being updated and appearing in the fourth display position is 0%.

[0154] For example, in response to receiving a purchase operation for a shop exchange card, the client sends a shop exchange request to the server to request an exchange of shops between both players in the match. The client receives a shop exchange command sent from the server, which includes the third shop interface of the opponent's user account. Based on the shop exchange command, the second shop interface is updated and displayed as the third shop interface.

[0155] In step 232, in response to receiving a purchase operation for the second piece in the third shop interface, the purchased second piece is placed in turn Strategy game It will be displayed in the candidate piece area for the game.

[0156] The user can optionally purchase pieces in the third shop interface. The user can optionally refresh the third shop interface. When the third shop interface is refreshed, the pieces sold in the interface are refreshed with a refresh rate corresponding to the opponent's shop level.

[0157] Selectively, the user can purchase a third quantity of tokens in the third shop interface (including tokens purchased in the third shop interface after it has been updated), and the third quantity can be set arbitrarily; for example, the third quantity may be 3. In response to the number of tokens purchased by the user in the third shop interface reaching the third quantity, the shop exchange ends and the second shop interface is redisplayed. Alternatively, the third shop interface has an exchange time, and in response to the end of the exchange time, the shop exchange ends and the second shop interface is redisplayed. Alternatively, in response to an opposing user account purchasing and using a shop exchange card, the shop exchange ends and the second shop interface is redisplayed.

[0158] As described above, according to the method provided in this embodiment, after the shop level is upgraded, the products sold at the display location may be expanded, and not only pieces may be sold, but shop exchange cards may also be made available for sale. A user account can exchange shops with an opponent by purchasing and using shop exchange cards, and can purchase pieces at the opponent's shop.

[0159] Figure 13 shows a flowchart of a method for leveling up a shop in a turn-based strategy game provided by an exemplary embodiment of the present invention. The method is executable by any terminal shown in Figure 2 above, or by a client operating on any terminal, the client being a client for a turn-based strategy game. The method includes the following steps:

[0160] In Step 1, the process moves to the preparation phase. At this time, the priority is to determine whether the shop level is at the maximum level, i.e., level 8. If it is at the maximum level, the shop level is maintained; otherwise, the process moves to the determination in Step 2.

[0161] In Step 2, the system determines whether or not 2 experience points have been replenished. If not, the shop level is maintained; if 2 experience points have been replenished, the system proceeds to Step 3. After the turn ends, the system automatically replenishes 2 shop experience points to the user account.

[0162] In step 3, shop Experience points The system determines whether the shop has reached the experience points needed to level up to the next level. If the answer is "YES," the shop level increases by one level, and the system proceeds to step 6. If the answer is "NO," the shop level remains the same, and the system proceeds to the determination in step 4.

[0163] In step 4, it is determined whether the user account has voluntarily leveled up. If the answer is "NO," the shop level remains the same; if the answer is "YES," the process proceeds to step 5. Note that the user account can use gold coins to purchase shop experience points or to level up the shop.

[0164] In Step 5, it is determined whether the shop experience points have reached the level required to level up to the next level. If the answer is "NO", the shop level remains the same; if the answer is "YES", the shop level increases by one level, and the game proceeds to Step 6.

[0165] In step 6, determine whether a new shop box (display location) has been released. If "NO", maintain the number of shop boxes and proceed to step 7. If "YES", increase the number of shop boxes by one and proceed to step 7.

[0166] In step 7, it is determined whether the user account has continued to level up voluntarily. If the answer is "NO," the shop level remains the same; if the answer is "YES," the process proceeds to step 8.

[0167] In step 8, it is determined whether the shop experience points have reached the level required to level up to the next level. If "NO", the shop level remains the same; if "YES", the shop level increases by 1 level and the game proceeds to step 6.

[0168] As described above, according to the method provided by this embodiment, in addition to the mechanisms of conventional turn-based strategy games, the shop can permanently increase the number of hero boxes (display locations) that appear when the shop is updated, at certain key level-ups. In this way, new players can more clearly perceive the effects of leveling up the shop. This can encourage players to save money and level up the shop. Also, by reducing the number of boxes in the shop at the beginning of the game (3), the stress of early decision-making for players can be reduced, allowing players to focus on management and encouraging them to level up the shop. In the late game, due to the fast pace of mobile games, high-level shops have more boxes (6). In this way, the benefits of updating the shop in the late game are somewhat improved, allowing players to find desired high-class pieces with fewer updates, which clearly has a positive effect on improving the pace of the game, shortening the time per game, and reducing the load on the server.

[0169] The following describes embodiments of the apparatus of this application. For details not described in detail in the embodiments of the apparatus, please refer to the embodiments of the method described above.

[0170] Figure 14 is a block diagram of a shop level-up device for a turn-based strategy game provided by an exemplary embodiment of the present invention. The device comprises a display module 401 and an interaction module 402.

[0171] The display module 401 performs step 210 in the embodiment shown in Figure 3.

[0172] The display module 401 performs step 220 in the embodiment shown in Figure 3. The interaction module 402 receives the purchase operation for the first frame.

[0173] The display module 401 performs step 230 in the embodiment shown in Figure 3. In an optional embodiment, the first functional area set includes display positions for a first quantity, the second functional area set includes display positions for the first quantity and a second quantity, and the difference portion includes display positions for the second quantity.

[0174] The display module 401 becomes the second shop interface of the second-level shop by releasing the display position of the second quantity from the first shop interface in response to a level-up from the first-level shop to the second-level shop.

[0175] In a selective embodiment, the display module 401, in response to a level-up from the first-level shop to the second-level shop, and the existence of differences between the second functional area set corresponding to the second-level shop and the third functional area set corresponding to the third-level shop, releases the display position of the second quantity from the first shop interface and additionally displays the differences between the second and third functional area sets, thereby becoming the second shop interface for the second-level shop, and further displays a message on the first shop interface indicating that the differences between the second and third functional area sets are released upon the shop level-up.

[0176] In a selective embodiment, the display module 401 updates the first shop interface to display the second shop interface corresponding to the second-level shop when the shop is upgraded from the first-level shop to the second-level shop.

[0177] In a selective embodiment, the apparatus further includes an update module 405 for performing steps 211 and 221 in the embodiment of Figure 7. The probability of a first class of frames appearing in the first frame update probability is greater than the probability of a first class of frames appearing in the second frame update probability. high The probability of a second class frame appearing among the first frame update probabilities is greater than the probability of a second class frame appearing among the second frame update probabilities. low , the aforementioned 2 The class period is as described above 1 It's better than the class's main piece.

[0178] In a selective embodiment, the display module 401 highlights the difference portion when the progress of the first-level shop's upgrade to the second-level shop reaches a first threshold, or displays a release meter on the difference portion based on the progress of the first-level shop's upgrade to the second-level shop.

[0179] In a selective embodiment, displaying the display positions of the second quantity in a locked state includes adding an opaque mask to each of the display positions of the second quantity that hides the pieces displayed at those positions, thereby preventing the display positions from responding to a purchase operation when locked.

[0180] The display module 401 controls the transparency of the opaque mask to decrease as the progress of the level-up from the first level shop to the second level shop increases, so that the display positions of the second quantity gradually become visible, when the progress of the level-up from the first level shop exceeds the second threshold.

[0181] The display module 401, in response to the level-up progress reaching the second level shop, hides the opaque mask and displays a frame at the display position of the second quantity, thereby becoming the second shop interface for the second level shop.

[0182] In a selective embodiment, the apparatus further includes an update module 405 for updating the display units in the display positions of a first quantity with a first unit update probability corresponding to the first-level shop, and updating the display units in the display positions of a second quantity with a second unit update probability corresponding to the second-level shop, in response to a shop update operation when the shop is the first-level shop.

[0183] In a selective embodiment, the second quantity of display locations includes at least one display location for selling shop exchange cards.

[0184] The display module 401 performs step 231 in the embodiment shown in Figure 7.

[0185] The display module 401 performs step 232 in the embodiment shown in Figure 7.

[0186] In an optional embodiment, the device further includes a transmitting module 403 for sending a shop exchange request to a server to request an exchange of shops between the two competing players in response to receiving a purchase operation for the shop exchange card, and a receiving module 404 for receiving a shop exchange command sent from the server, which includes the third shop interface of the opponent's user account.

[0187] Based on the shop exchange command, the display module 401 updates and displays the second shop interface on the third shop interface.

[0188] In the above embodiment, only the division of each functional module was described as an example for the shop level-up device for the turn-based strategy game. However, in actual applications, the above functions may be assigned to different functional modules as needed. That is, the internal structure of the device may be divided into different functional modules to realize all or some of the functions described above. Furthermore, the embodiment of the shop level-up device for the turn-based strategy game and the method for leveling up the shop for the turn-based strategy game provided in the above embodiment belong to the same concept, and the specific implementation process can be found in the embodiment of the method, so it will not be repeated here.

[0189] The present invention further provides a terminal comprising a processor and memory, wherein at least one command is stored in the memory, and at least one command is loaded and executed by the processor, thereby realizing the method for leveling up the shop in a turn-based strategy game provided by the embodiments of the above methods. The terminal may also be the terminal shown in Figure 15 below.

[0190] Figure 15 shows a structural block diagram of a terminal 900 provided by an exemplary embodiment of the present application. The terminal 900 is a smartphone, tablet computer, MP3 player. 3( Moving Picture Experts Group Audio Layer III) Player It may be an MP4 (Moving Picture Experts Group Audio Layer IV) player, a laptop computer, or a desktop computer. Terminal 900 may also be referred to by other names such as user device, portable terminal, laptop terminal, or desktop terminal.

[0191] Generally, terminal 900 includes a processor 901 and memory 902.

[0192] The processor 901 may include one or more processing cores, such as a 4-core processor or an 8-core processor. The processor 901 may be implemented by at least one hardware form from among DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 901 may include a main processor and a coprocessor. The main processor is a processor for processing wake-up data and is also called a CPU (Central Processing Unit). The coprocessor is a low-power processor for processing standby data. In some embodiments, a GPU (Graphics Processing Unit) may be integrated into the processor 901. The GPU is used for rendering and drawing content that needs to be displayed on the display. In some embodiments, the processor 901 may further include an AI (Artificial Intelligence) processor. The AI ​​processor is for processing machine learning-related computational operations.

[0193] Memory 902 may include one or more computer-readable storage media. The computer-readable storage media may be non-temporary. Memory 902 may further include high-speed random-access memory and non-volatile memory, such as one or more disk memory devices or flash memory devices. In some embodiments, at least one command is stored in the non-temporary computer-readable storage media in memory 902, and the at least one command is executed by the processor 901 to realize a method for leveling up a shop in a turn-based strategy game provided by embodiments of the method of the present invention.

[0194] In some embodiments, the terminal 900 may optionally further include a peripheral device interface 903 and at least one peripheral device. The processor 901, memory 902, and peripheral device interface 903 may be connected via a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 903 via a bus, signal lines, or circuit board. Specifically, the peripheral device includes at least one of the following: a high-frequency circuit 904, a display 905, a camera assembly 906, an audio circuit 907, a position assembly 908, and a power supply 909. The peripheral device interface 903 connects at least one I / O (Input / Output) related peripheral device to the processor 901 and memory 902. In some embodiments, the processor 901, memory 902, and peripheral device interface 903 are integrated on the same chip or circuit board. In other embodiments, one or two of the processor 901, memory 902, and peripheral device interface 903 may be implemented on a single chip or circuit board, but this embodiment is not particularly limited to this. The high-frequency circuit 904 is used to transmit and receive RF (Radio Frequency) signals, also known as electromagnetic signals. The high-frequency circuit 904 communicates with communication networks and other communication devices using electromagnetic signals. The high-frequency circuit 904 may further include NFC (Near Field Communication) related circuits. The display 905 is for displaying the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The camera assembly 906 is for capturing images or videos. Optionally, the camera assembly 906 includes a front camera and a rear camera. The audio circuit 907 may include a microphone and a speaker. The microphone collects sound waves from the user or environment, converts the sound waves into electrical signals, and inputs them to the processor 901 for processing, or to the high-frequency circuit 904 for voice communication.The location assembly 908 enables navigation or LBS (Location Based Service) by determining the current geographical location of the terminal 900. The location assembly 908 may be a location assembly based on GPS (Global Positioning System), the Beidou system, or the Galileo system. The power supply 909 is for supplying power to each assembly of the terminal 900. The power supply 909 may be an AC power supply, a DC power supply, a disposable battery, or a rechargeable battery.

[0195] In some embodiments, the terminal 900 further includes one or more sensors 910. These one or more sensors 910 include, but are not limited to, an accelerometer 911, a gyroscope 912, a pressure sensor 913, an optical sensor 915, and a proximity sensor 916. The accelerometer 911 can detect the magnitude of acceleration on three coordinate axes of a coordinate system constructed by the terminal 900. The gyroscope 912 can detect the body orientation and rolling angle of the terminal 900. The gyroscope 912, together with the accelerometer 911, can collect the user's 3D movements relative to the terminal 900. The pressure sensor 913 may be located on the side frame of the terminal 900 and / or beneath the display 905. The pressure sensor 913 detects the user's gripping signals toward the terminal 900 and / or controls operable widgets in the UI interface based on the user's pressure operations toward the display 905. The optical sensor 915 detects the intensity of ambient light. The proximity sensor 916, also known as a distance sensor, is typically located on the front panel of the terminal 900. The proximity sensor 916 detects the distance between the user and the front of the terminal 900.

[0196] As those skilled in the art will understand, the terminal 900 is not limited to the structure shown in Figure 15 and may include more or fewer assemblies than shown, or may be a combination of some assemblies, or may be in a different assembly arrangement. The memory further includes one or more programs, which are stored in the memory and perform a method for leveling up the shop in a turn-based strategy game provided by the embodiment of the present application.

[0197] The present invention provides a computer-readable storage medium in which at least one command is stored, and the at least one command is loaded and executed by the processor, thereby realizing a method for leveling up a shop in a turn-based strategy game provided by embodiments of the above methods.

[0198] The present invention further provides a computer program product or computer program that includes computer commands stored in a computer-readable storage medium. The computer commands are read from the computer-readable storage medium by the processor of a computer device and executed by the processor to cause the computer device to perform a method for leveling up a shop in a turn-based strategy game provided by the selected embodiment described above.

[0199] The numbering of the embodiments in the present application above is for illustrative purposes only and does not indicate any superiority or inferiority among the embodiments.

[0200] As those skilled in the art will understand, all or some of the steps in the above embodiment may be implemented by hardware, or by giving instructions to the relevant hardware by program. The above program may be stored in a computer-readable storage medium. The above storage medium may be read-only memory, a magnetic disk, or an optical disk, etc.

[0201] Furthermore, in this application, a guidance interface, pop-up window, or audio guidance information may be displayed to inform the user that their relevant data is currently being collected, both before and during the collection of the user's relevant data. This ensures that the application only begins executing the relevant steps for acquiring the user's relevant data after receiving confirmation from the user regarding the guidance interface or pop-up window. Otherwise (i.e., if no confirmation from the user regarding the guidance interface or pop-up window is received), the steps for acquiring the user's relevant data are terminated, i.e., the user's relevant data is not acquired. In other words, all user data collected in this application is collected with the user's consent and permission, and the collection, use, and processing of relevant user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

Claims

1. A method for leveling up the shop in a turn-based strategy game played on a terminal, A step of displaying a first shop interface for a first-level shop within a turn-based strategy game, wherein the first-level shop is associated with a first functional area set, the second-level shop is associated with a second functional area set, the first shop interface is used to display the first functional area set in an unlocked state, and further to display the difference between the second functional area set and the first functional area set in a locked state, the first shop interface further displays a message indicating that the shop should be leveled up to unlock the difference, and the shop is used to sell pieces used in the turn-based strategy game. In response to the level-up from the first level shop to the second level shop, the steps include displaying the second shop interface of the second level shop and displaying the difference portion in a released state in the second shop interface, A method for leveling up a shop in a turn-based strategy game, comprising the steps of: displaying the purchased first piece in the candidate piece area of ​​the turn-based strategy game in response to receiving a purchase operation for the first piece in the second shop interface.

2. The first functional area set includes a display position for a first quantity, the second functional area set includes a display position for the first quantity and a display position for the second quantity, and the difference portion includes a display position for the second quantity. The step of displaying the second shop interface of the second-level shop in response to an upgrade from the first-level shop to the second-level shop is: A method for leveling up a shop in a turn-based strategy game according to claim 1, comprising the step of releasing the display position of the second quantity from the first shop interface in response to leveling up from the first level shop to the second level shop, thereby creating the second shop interface for the second level shop.

3. The step of creating the second shop interface for the second level shop by releasing the display position of the second quantity from the first shop interface in response to the level-up from the first level shop to the second level shop, A method for leveling up a shop in a turn-based strategy game according to claim 2, comprising the steps of: leveling up from the first level shop to the second level shop, and in response to the existence of a difference between the second functional area set corresponding to the second level shop and the third functional area set corresponding to the third level shop, releasing the display position of the second quantity from the first shop interface and additionally displaying the difference between the second functional area set and the third functional area set to make it the second shop interface for the second level shop, and further displaying guidance on the first shop interface that the shop has been leveled up and the difference between the second functional area set and the third functional area set has been released.

4. The step of displaying the second shop interface of the second-level shop in response to an upgrade from the first-level shop to the second-level shop is: A method for leveling up a shop in a turn-based strategy game according to any one of claims 1 to 3, comprising the step of updating the first shop interface to display the second shop interface corresponding to the second level shop when the shop levels up from the first level shop to the second level shop.

5. If the shop is a first-level shop, the steps include updating the pieces sold at the first-level shop with a first piece update probability corresponding to the first-level shop in response to the shop update operation, If the shop is a second-level shop, the further step of updating the tokens sold at the second-level shop in response to a shop update operation, with the second token update probability corresponding to the second-level shop, The probability of a first-class frame appearing in the first frame update probability is higher than the probability of a first-class frame appearing in the second frame update probability, and the probability of a second-class frame appearing in the first frame update probability is lower than the probability of a second-class frame appearing in the second frame update probability, and the second-class frame is superior to the first-class frame. A method for leveling up the shop in a turn-based strategy game according to any one of claims 1 to 3.

6. In response to the level-up from the first level shop to the second level shop, before the step of displaying the second shop interface of the second level shop, When the progress of a shop at the first level to upgrade to the shop at the second level reaches a first threshold, the step of highlighting the difference portion, Or, A method for leveling up a shop in a turn-based strategy game according to any one of claims 1 to 3, further comprising the step of displaying a liberation meter in the difference portion based on the progress of the first-level shop's level-up to the second-level shop.

7. Displaying the display position of the second quantity in a locked state means An opaque mask is added to each of the display positions of the second quantity, which hides the pieces displayed at the second quantity display positions, and the display positions in the locked state do not respond to purchase operations. In response to the level-up from the first level shop to the second level shop, before the step of displaying the second shop interface of the second level shop, The further step includes, when the progress of a shop at the first level to be upgraded to the shop at the second level exceeds a second threshold, controlling the transparency of the opaque mask to decrease as the progress of the level upgrade increases, so that the pieces at the display positions of the second quantity gradually become visible. The step of displaying the second shop interface of the second-level shop in response to an upgrade from the first-level shop to the second-level shop is: A method for leveling up a shop in a turn-based strategy game according to claim 2, comprising the step of making the shop interface of the second level shop the second shop interface of the second level shop by hiding the opaque mask and displaying a piece at the display position of the second quantity in response to the level-up progress reaching the second level shop.

8. If the shop is a shop of the first level, in response to the shop update operation, the steps include updating the pieces displayed at the display positions of the first quantity with a first piece update probability corresponding to the shop of the first level, and updating the pieces displayed at the display positions of the second quantity with a second piece update probability corresponding to the shop of the second level. A method for leveling up a shop in a turn-based strategy game according to claim 7, further comprising:

9. The second quantity of display locations includes at least one display location for selling shop exchange cards. The method for leveling up the shop in the aforementioned turn-based strategy game is: In response to receiving the purchase operation for the aforementioned shop exchange card, the second shop interface is updated and displayed on the third shop interface, which is the shop interface of the enemy user account. A method for leveling up a shop in a turn-based strategy game according to claim 2, further comprising the step of displaying the purchased second piece in the candidate piece area of ​​the turn-based strategy game match in response to receiving a purchase operation for the second piece in the third shop interface.

10. The step of updating the second shop interface to display the third shop interface in response to receiving the purchase operation for the aforementioned shop exchange card is as follows: In response to receiving the purchase operation for the aforementioned shop exchange card, the process involves sending a shop exchange request to the server to request an exchange between the shops of both players in the match. The steps include receiving a shop exchange command, which includes the third shop interface of the enemy user account, transmitted from the server, A method for leveling up a shop in a turn-based strategy game according to claim 9, comprising the step of updating and displaying the second shop interface in the third shop interface based on the shop exchange command.

11. It comprises a display module and an interaction module, The display module is for displaying the first shop interface of a first-level shop within a turn-based strategy game, the first-level shop is associated with a first functional area set, the second-level shop is associated with a second functional area set, the first shop interface displays the first functional area set in an unlocked state, and further displays the difference between the second functional area set and the first functional area set in a locked state, the first shop interface further displays a message indicating that the shop should be leveled up to unlock the difference, and the shop is for selling pieces used in the turn-based strategy game. The display module is used to display the second shop interface of the second-level shop in response to a level-up from the first-level shop to the second-level shop, and to display the difference portion in a released state in the second shop interface. The interaction module is for receiving the purchase operation for the first frame, The display module is used to display the purchased first piece in the candidate piece area of ​​the turn-based strategy game match in response to the second shop interface receiving a purchase operation for the first piece, and is a shop level-up device for a turn-based strategy game.

12. The first functional area set includes a display position for a first quantity, the second functional area set includes a display position for the first quantity and a display position for the second quantity, and the difference portion includes a display position for the second quantity. The shop level-up device for a turn-based strategy game according to claim 11, wherein the display module becomes the second shop interface of the second-level shop by releasing the display position of the second quantity from the first shop interface in response to a level-up from the first-level shop to the second-level shop.

13. A computer device comprising a processor and memory, wherein at least one command, at least one program, a code set or a command set is stored in the memory, and the method for leveling up a shop in a turn-based strategy game according to any one of claims 1 to 3 is realized by loading and executing the at least one command, the at least one program, the code set or command set by the processor.

14. A computer program that causes a computer device to perform the method for leveling up a shop in a turn-based strategy game as described in any one of claims 1 to 3.