Special effect display method and device, electronic equipment and storage medium
By detecting interface obstructions and displaying opponent hints during the preparation phase of auto chess games, the problem of players having difficulty observing their opponent's lineup is solved, improving the efficiency and strategic depth of human-computer interaction.
Patent Information
- Application Number
- CN202211427552.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-11-15
- Publication Date
- 2026-11-06
- Estimated Expiration
- 2042-11-15
AI Technical Summary
In the preparation phase of auto chess games, players have difficulty effectively observing their opponents' lineups and strategies, resulting in a lack of strategic depth.
A method for displaying special effects is provided, which detects whether there are obstructions in the opponent's preparation interface, displays the interactive opponent's prompt effect only when there are no obstructions, and switches to the spectator interface in response to user operation to observe the opponent's lineup in the previous round.
It improves the efficiency of human-computer interaction, ensuring that users can obtain timely strategic hints from their opponents, avoid missing important information, and enhance the strategic and fun aspects of the game.
Smart Images

Figure CN116943137B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a special effects display method, apparatus, electronic device, and storage medium. Background Technology
[0002] Auto Chess is a new type of board game. A game usually consists of multiple rounds. In each round, the two players select their pieces from their existing virtual objects (usually called "pieces"). After placing the pieces on the board, the game application can automatically control the pieces to interact and output the results of the interaction.
[0003] Before each round begins, there is usually a preparation phase, allowing players to draw or purchase new virtual objects, adjust the lineup or positioning of their characters, or equip them. Since there may be counter-relationships between characters in specific lineups, players need to observe their opponents' lineups to enhance the game's strategic depth. In other words, in auto chess games, effectively providing hints about your opponent's lineup during the preparation phase is crucial. Summary of the Invention
[0004] This application provides a special effects display method, device, electronic device, and storage medium, which can provide an enhanced display method for the interactive opponent in the target round, thereby improving the efficiency of human-computer interaction. The technical solution is as follows:
[0005] On the one hand, a method for displaying special effects is provided, which includes:
[0006] The preparation screen for the target round in the game is displayed, and the preparation screen displays multiple players participating in the game.
[0007] In the case that the target round is an opponent round, the interactive opponent for the target round is determined from the plurality of contestants, wherein the opponent round refers to the interactive round between contestants;
[0008] If there are no obstructions in the preparation interface, a prompt effect is displayed for the interactive opponent. The prompt effect is used to indicate that the interactive opponent has been matched in the target round. The obstruction refers to an interface element that can block the prompt effect.
[0009] In response to the triggering of the prompt effect, the system switches from the preparation interface to the spectator interface of the previous round of the target round, where the previous round is viewed from the perspective of the interactive opponent.
[0010] On the one hand, a special effects display device is provided, the device comprising:
[0011] The interface display module is used to display the preparation interface for the target round in the game, and the preparation interface displays multiple players participating in the game.
[0012] The opponent determination module is used to determine the interactive opponent for the target round from among the multiple contestants when the target round is an opponent round, wherein the opponent round refers to the interactive round between contestants;
[0013] The special effects display module is used to display a prompt effect for the interactive opponent when there is no obstruction in the preparation interface. The prompt effect is used to prompt that the interactive opponent has been matched in the target round. The obstruction refers to an interface element that can block the prompt effect.
[0014] The interface switching module is used to switch from the preparation interface to the spectator interface of the interactive opponent in the previous round of the target round in response to the triggering operation of the prompt effect. The spectator interface observes the previous round from the perspective of the interactive opponent.
[0015] In some embodiments, the preparation interface displays leaderboard information of the plurality of contestants in the game, and the special effects display module includes:
[0016] The special effects playback unit is used to play the prompt effects based on the ranking information;
[0017] The differentiation display unit is used to differentiate the interactive opponent in the leaderboard information after the prompt effect has finished playing.
[0018] In some embodiments, the notification effect gradually shrinks in size during playback and is displayed as the interactive opponent in the leaderboard information when playback ends.
[0019] In some embodiments, the interface switching module is further configured to:
[0020] In response to a triggered operation that distinguishes the interactive opponent displayed in the leaderboard information, the system switches from the preparation interface to the spectator interface.
[0021] In some embodiments, the apparatus further includes:
[0022] The interface detection module is used to detect the interface type of the prepared interface;
[0023] The special effects display module is also used to display the prompt effects when the interface type is an interactive interface without function pop-ups.
[0024] In some embodiments, the special effects display module is further configured to:
[0025] When the interface type is an interactive interface containing a function pop-up, the prompt effect is displayed after the function pop-up is detected to be closed.
[0026] In some embodiments, the preparation interface displays leaderboard information of the plurality of contestants in the game, and the special effects display module is further configured to:
[0027] When the interface type is an interactive interface with function pop-ups, the display area of the prompt effect is determined based on the position of the interactive opponent in the leaderboard information.
[0028] The prompt effect is displayed when the pop-up window does not overlap with the display area.
[0029] In some embodiments, the special effects display module is further configured to:
[0030] If there is an overlap between the pop-up window and the display area, and if the overlapping area does not contain any interactive controls within the pop-up window, the prompt effect is placed on top and then displayed.
[0031] In some embodiments, the apparatus further includes a special effects generation module for:
[0032] The notification effect is generated based on the virtual image of the interactive opponent in the game; or,
[0033] The cue effect is generated based on the opponent's character configuration in the previous round of the target round; or,
[0034] The notification effect is generated based on the ranking of the interactive opponent in the leaderboard information and the account attributes of the interactive opponent.
[0035] On one hand, an electronic device is provided, comprising one or more processors and one or more memories, wherein at least one computer program is stored in the one or more memories, the at least one computer program being loaded and executed by the one or more processors to implement a special effects display method as described in any of the possible implementations above.
[0036] On the one hand, a computer-readable storage medium is provided, which stores at least one computer program, which is loaded and executed by a processor to implement a special effects display method as described in any of the possible implementations above.
[0037] On one hand, a computer program product is provided, comprising one or more computer programs stored in a computer-readable storage medium. One or more processors of an electronic device are capable of reading the one or more computer programs from the computer-readable storage medium, and the one or more processors execute the one or more computer programs, enabling the electronic device to perform the special effects display method of any of the above possible embodiments.
[0038] The beneficial effects of the technical solutions provided in this application include at least the following:
[0039] By checking for obstructions in the opponent's preparation phase during the match, and since both sides are participants in the game, the system only plays a notification effect for the opponent if there are no obstructions. This allows users to quickly access the spectator interface of their opponent's previous round through the notification effect. This notification effect emphasizes the matched opponent, and the obstruction detection logic prevents the notification effect from being missed due to obscuring it, thus avoiding users forgetting or missing this crucial strategic hint. Users can also access the spectator interface at any time during the notification effect's playback, shortening the user's access path and improving human-computer interaction efficiency. Attached Figure Description
[0040] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0041] Figure 1 This is a schematic diagram of the implementation environment of a special effects display method provided in an embodiment of this application;
[0042] Figure 2 This is a flowchart of a special effects display method provided in an embodiment of this application;
[0043] Figure 3 This is a flowchart of a special effects display method provided in an embodiment of this application;
[0044] Figure 4 This is a schematic diagram of a preparation interface with a functional pop-up window provided in an embodiment of this application;
[0045] Figure 5 This is a flowchart illustrating the playback of a prompt effect provided in an embodiment of this application;
[0046] Figure 6 This is a schematic diagram illustrating the display process of a prompt effect provided in an embodiment of this application;
[0047] Figure 7 This is a logic flowchart of a method for displaying prompt effects provided in an embodiment of this application;
[0048] Figure 8 This is a schematic diagram of the structure of a special effects display device provided in an embodiment of this application;
[0049] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0050] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0051] In this application, the terms "first," "second," etc., are used to distinguish identical or similar items with essentially the same function. It should be understood that there is no logical or temporal dependency between "first," "second," and "nth," nor are there any restrictions on quantity or execution order.
[0052] In this application, the term "at least one" means one or more, and "multiple" means two or more, for example, multiple contestants means two or more contestants.
[0053] The term "including at least one of A or B" in this application refers to the following situations: including only A, including only B, and including both A and B.
[0054] The user-related information (including but not limited to user device information, personal information, behavioral information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals involved in this application, when applied to specific products or technologies using the methods of the embodiments of this application, are all obtained with the user's permission, consent, authorization, or full authorization from all parties, and the collection, use, and processing of related information, data, and signals must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the account attributes in the ranking information involved in this application are obtained under full authorization.
[0055] First, a brief introduction to the terms used in the embodiments of this application:
[0056] Virtual environment: This refers to the virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment; this application does not limit it to any particular type. The following embodiments use a three-dimensional virtual environment as an example.
[0057] Auto Chess: refers to a new type of multiplayer electronic strategy board game. In Auto Chess, a game is usually divided into multiple rounds. In each round, the player can choose one or more virtual objects (i.e., "pieces") from their existing inventory to form a virtual object lineup for that round, and then compete against the virtual object lineup formed by their opponent.
[0058] In auto chess games, a single game features a fixed number of players. These players engage in two-on-two battles each round. In each round, the losing player's virtual avatar loses virtual life points. This process repeats until only one player's virtual avatar remains alive. It's important to note that virtual avatars differ from physical pieces; each player possesses only one virtual avatar in a game, but can have multiple virtual pieces.
[0059] Furthermore, the basic game rules in each round are that players can choose combinations from different types of virtual objects and place the selected objects as pieces on their own board. The system will then automatically pit the pieces selected by other players against each other until the side with pieces still alive wins.
[0060] Chessboard: refers to the area in the game interface of an auto chess game used for preparing for and engaging in combat. It can be any of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, or a three-dimensional virtual chessboard, and this application does not limit it to any particular type. The chessboard is divided into a combat area and a preparation area.
[0061] The game consists of two main areas: a competition area and a preparation area. The competition area comprises several identical squares used to place the virtual objects that will be used in each round of the game. The preparation area comprises several squares used to place candidate virtual objects. Virtual objects that a player owns but has not yet been used can be placed in the preparation squares. During the preparation phase before a round begins, players can drag some virtual objects from the preparation squares to the competition squares to adjust their virtual object lineup for that round, or adjust the positions of the virtual objects already placed in the competition squares to implement a pre-set competition strategy. It is important to note that a virtual object will only participate in the competition for that round after it has been dragged from the preparation square to the competition square. If a virtual object remains in the preparation square, it will not participate in the competition for that round.
[0062] Regarding the arrangement of the checkpoints in the competition area, one possible implementation is that the competition area comprises n (rows) × m (columns) competition checkpoints, where n is an integer multiple of 2, and adjacent rows of checkpoints are aligned or staggered. Furthermore, the competition area is divided into two equal parts by rows: the player's competition area and the opponent's competition area. During the preparation phase, players can only place checkpoints in their own competition area. Here, m is a positive integer, and both n and m are pre-configured by technical personnel.
[0063] Virtual Avatar: A unique avatar associated with a player in a game. Players determine whether their avatar is eliminated based on its virtual health (or "health points"). For example, when the virtual health points drop to 0 or below a preset threshold, the player associated with that avatar is considered eliminated from the game. The preset threshold is a value pre-configured by technical staff. In Auto Chess, the virtual avatar cannot be placed on the board as a piece, nor can it participate in turns during the game. The virtual avatar remains with the player throughout every turn of the entire game until the virtual avatar is destroyed, at which point the player is eliminated.
[0064] Virtual Object: In Auto Chess, a virtual object is the smallest unit in the lineup of virtual objects formed by the players in each round of a game. Virtual objects can only move within the virtual chessboard environment; they are either placed as candidate virtual objects in the preparation area or as pieces in the competition area. In other words, a virtual object is a movable object in Auto Chess that is limited to movement within the chessboard. Players only need to control the position of virtual objects before the start of the round, but do not need to manually control them during the round; the competition between virtual objects is automatically controlled by the system. Virtual objects can be virtual pieces, virtual characters, virtual animals, anime characters, etc. Each virtual object has its own shape and volume on the chessboard, occupying one square in either the preparation or competition area.
[0065] In auto chess games, players can buy, sell, upgrade, equip, and enhance virtual objects to adjust or optimize their virtual object lineup. For example, players can draw new virtual objects through a card-drawing system in the virtual shop.
[0066] A game match refers to a virtual match in a virtual environment where at least two players compete against each other. Each player has a unique virtual avatar in a single game match, and this avatar does not change with each round. A game match consists of multiple rounds, which can be divided into opponent rounds and non-opponent rounds. Opponent rounds are when players compete against each other in pairs, while non-opponent rounds are rounds that do not involve direct confrontation between players. Examples include jungle rounds where players fight against virtual monsters, or auction rounds where players purchase virtual loot in a virtual shop. There are no specific limitations on the types of non-opponent rounds.
[0067] Preparation Phase: In auto chess games, the preparation phase is an important stage before the start of each round. Players can complete a series of preparatory operations during the preparation phase, such as drawing cards from the shop, improving their lineup, adjusting their positions, equipping themselves with items, and gathering information. It is an important part of adjusting the game strategy for this round.
[0068] Shop Card Draw: During the preparation phase before the start of the round, the virtual shop interface will automatically pop up in the game application. Players can purchase the pieces they want in the virtual shop to improve their virtual lineup.
[0069] The system architecture of the embodiments of this application will be described below.
[0070] Figure 1 This is a schematic diagram illustrating the implementation environment of a special effects display method provided in an embodiment of this application. See also... Figure 1The implementation environment includes: a first terminal 120, a server 140, and a second terminal 160.
[0071] The first terminal 120 has a game application that supports a virtual environment installed and running. Optionally, the game application includes any one of the following: auto chess game, multiplayer strategy turn-based card game, virtual reality application, 3D map application, or multiplayer siege survival game. In some embodiments, the first terminal 120 is a terminal used by a first user. When the first terminal 120 runs the game application, the user interface of the game application is displayed on the screen of the first terminal 120, and based on the first user's opening actions in the user interface, an opening request is sent to the server 140. The server 140 returns to the first terminal 120 multiple players matched in the game (including the first user himself). The first terminal 120 initializes the game leaderboard information based on these multiple players. Optionally, in the game, each player can choose which virtual avatar to use in the current game. This virtual avatar does not change with each round in the current game, but it can be changed in different games. For example, the first user uses the first terminal 120 to control the first virtual avatar in the game.
[0072] The first terminal 120 and the second terminal 160 communicate directly or indirectly with the server 140 via a wireless network or a wired network.
[0073] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, or a virtualization center. Server 140 is used to provide background services for game applications that support virtual environments. Optionally, server 140 undertakes the main computing work, and the first terminal 120 and the second terminal 160 undertake secondary computing work; or, server 140 undertakes secondary computing work, and the first terminal 120 and the second terminal 160 undertake the main computing work; or, server 140, the first terminal 120, and the second terminal 160 collaborate on computing using a distributed computing architecture.
[0074] It is worth noting that the aforementioned servers can be independent physical servers, server clusters or distributed systems composed of multiple physical servers, or cloud servers that provide basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
[0075] The second terminal 160 has a game application installed and running that supports a virtual environment. Optionally, the game application includes any one of the following: an auto chess game, a multiplayer strategy turn-based card game, a virtual reality application, a 3D map application, or a multiplayer survival game with mechanical elements. In some embodiments, the second terminal 160 is a terminal used by a second user. When the second terminal 160 runs the game application, the user interface of the game application is displayed on the screen of the second terminal 160, and based on the second user's initial actions in the user interface, an initial action request is sent to the server 140. The server 140 returns to the second terminal 160 multiple players matched in the game (for example, the second user and the first user are in the same game). The second terminal 160 initializes the game leaderboard information based on these multiple players. Optionally, the second user uses the second terminal 160 to control a second virtual avatar in the game.
[0076] In some embodiments, a first virtual avatar controlled by a first terminal 120 and a second virtual avatar controlled by a second terminal 160 are in the same game match, and the first and second virtual avatars are matched as interactive opponents in the current round (target round). In the target round, the first and second users will assemble their respective virtual object lineups during the preparation phase, selecting which objects to field in the target round. After the target round begins, the virtual object lineups of both sides will automatically engage in combat controlled by the system until all of one side's fielded objects are defeated. The surviving side will win the target round, and the losing side's main virtual avatar will have a certain number of virtual lives deducted. This process of multiple rounds of combat between the two players continues until only one player's virtual avatar remains alive, at which point the game is considered a winner.
[0077] In an exemplary scenario, the first terminal 120 enters the preparation stage of a round in a game and requests from the server 140 that the interactive opponent for that round is the second user. At this time, based on the method provided in the embodiments of this application, a prompt effect for the interactive opponent will be played on the preparation interface of that round.
[0078] The first terminal 120 and the second terminal 160 may have the same or different device types. These device types include, but are not limited to, at least one of the following: smartphones, tablets, smart speakers, smartwatches, handheld smart devices, portable gaming devices, in-vehicle terminals, laptops, and desktop computers. For example, both the first terminal 120 and the second terminal 160 may be smartphones or other handheld portable gaming devices. The following embodiments use smartphones as an example.
[0079] Those skilled in the art will understand that the number of the aforementioned terminals may be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.
[0080] Figure 2 This is a flowchart illustrating a special effects display method provided in an embodiment of this application. See also... Figure 2 This embodiment is executed by an electronic device. Taking an electronic device as an example as a terminal, the terminal can be provided as a first terminal 120 or a second terminal 160 in the above implementation environment. This embodiment includes the following steps:
[0081] 201. The terminal displays the preparation interface for the target round in the game, which shows multiple players participating in the game.
[0082] The target round is any round in the game other than the first round.
[0083] In some embodiments, a game match refers to any virtual game involving multiple players in a multiplayer strategy turn-based card game. Since it is a card game, the virtual match can also be called a virtual game, virtual card game, virtual chess game, etc., and this application embodiment does not specifically limit this. A game match involves multiple players, and the number of players allowed in each game match is pre-configured by technical personnel, for example, 8 players, or 10 players, etc. This application embodiment does not specifically limit the number of players involved in a game match.
[0084] In some embodiments, each game match includes multiple rounds, which can be divided into opponent rounds where players compete against each other, and non-opponent rounds that do not involve competition between players. For example, non-opponent rounds may include rounds such as jungle rounds and auction rounds. A jungle round refers to a round in which each player fights against virtual monsters, while an auction round is a round in which each player purchases virtual loot in a virtual shop. This application does not specifically limit the type of non-opponent rounds.
[0085] Optionally, during the opponent's round, the system will pair up the multiple contestants in pairs. The two successfully paired contestants will be each other's interactive opponents in this opponent's round. This allows the multiple contestants to engage in 1v1 battles in pairs. After the 1v1 battle ends, the virtual avatar controlled by the losing side will have a certain number of virtual lives deducted. The algorithm for deducting virtual lives is preset by the system and is not specifically limited here. When the virtual lives of each contestant's virtual avatar drop to 0 or below a preset threshold, the contestant will be eliminated from the game. The preset threshold is a value pre-configured by the technical staff.
[0086] In some embodiments, a preparation phase is configured before the start of any round of a game. During the preparation phase, players can complete a series of preparatory operations such as drawing cards from the shop, improving their lineup, adjusting their positions, equipping themselves, and obtaining information. The method involved in this application embodiment is implemented during the preparation phase before the start of the opponent's round.
[0087] In some embodiments, for a target round in a game, which is any round other than the first round, the preparation phase for the target round begins at the end of the previous round. Simultaneously, the terminal switches from the interactive interface of the previous round to the preparation interface for the target round. This preparation interface then displays multiple participants for the game. These participants refer to the game accounts participating in the game. No new participants are added to the game; however, as rounds progress, the remaining participants are eliminated until only one virtual avatar controlled by that participant survives, at which point the game is decided.
[0088] In some embodiments, when displaying the multiple contestants on the preparation interface, the ranking of each contestant in the current game can be displayed in the form of a leaderboard. For example, the ranking can be based on the virtual life value of the virtual avatar controlled by each contestant from high to low, or based on the combat points obtained by each contestant in all previous rounds up to the current moment from high to low, or other ranking algorithms can be used to arrange the leaderboard. This application embodiment does not specifically limit this.
[0089] 202. When the target round is an opponent round, the terminal determines the interactive opponent for the target round from among the multiple participants. The opponent round refers to the interactive round between the participants.
[0090] In some embodiments, after entering the preparation phase of the target round, the terminal detects the round type of the target round. If the round type indicates that the target round is an opponent's round, it means that both sides in the target round are players in the game, and do not involve system-controlled NPC (Non-Player Character) objects or AI (Artificial Intelligence) model-controlled NPC objects. In the case of an opponent's round, the terminal sends an opponent matching request to the server. In response to the opponent matching request, the server assigns an interactive opponent to the terminal from among the multiple players and sends the opponent's identifier to the terminal. The algorithm for assigning the interactive opponent is not specifically limited here. The terminal receives the opponent identifier returned by the server based on the opponent matching request and, according to the opponent identifier, determines the interactive opponent indicated by the opponent identifier from among the multiple players. Optionally, the opponent identifier may include the interactive opponent's account identifier, which is used to uniquely identify the player.
[0091] In other embodiments, after the terminal enters the preparation phase of the target round, it detects the round type of the target round. If the round type indicates that the target round is a non-opponent round, then there is no need to display the prompt effect for the interactive opponent through step 203 below. At this time, a round marker for the non-opponent round can be displayed in the preparation interface. The round marker is used to identify the round type of the non-opponent round. For example, different round markers can be configured for the jungle round and the auction round so that the round marker can fully reflect what type of non-opponent round the target round is.
[0092] 203. If the terminal does not contain any obstructions in the preparation interface, it displays a prompt effect for the interactive opponent. The prompt effect is used to indicate that the interactive opponent has been matched in the target round. The obstruction refers to the interface element that can block the prompt effect.
[0093] In some embodiments, the terminal detects whether the preparation interface contains any interface elements that can obscure the prompt effect. If the preparation interface does not contain any obstructions, a prompt effect for the interactive opponent is played in the preparation interface to indicate that the interactive opponent has been matched in the target round. This allows users to directly enter the spectator interface for the interactive opponent by triggering the prompt effect, so that they can observe the virtual object lineup (e.g., chess piece lineup) and positions from the perspective of the interactive opponent. This effectively provides a prominent prompt effect for the interactive opponent, preventing users from forgetting or missing the crucial strategy prompt for the target round. On the other hand, it also provides a quick access to the spectator interface. During the playback of the prompt effect, users can enter the spectator interface at any time through the prompt effect, shortening the operation link for users to enter the spectator interface and improving the human-computer interaction effect.
[0094] In the above process, before displaying the prompt effect, the system pre-detects whether there are any obstructions in the preparation interface. Since the prompt effect is only played when there are no obstructions, it can be played if there are no obstructions, ensuring that the prompt effect is not blocked. Users can freely choose when to enter the spectator interface through the prompt effect, providing a high degree of operational freedom. If there are obstructions in the preparation interface, such as when the user is opening a pop-up window for functions like the virtual store or virtual equipment bar before performing other preparation operations, the terminal will only determine that there are no obstructions when it detects that the pop-up window has been closed. This is equivalent to providing a delayed playback logic for the prompt effect, preventing the prompt effect from being blocked by the pop-up window and causing the user to miss the strategy prompts for the opponent, thus improving the user's information acquisition efficiency.
[0095] 204. In response to the triggering of the prompt effect, switch from the preparation interface to the spectator interface of the opponent in the previous round of the target round, in which the previous round is viewed from the perspective of the opponent.
[0096] In some embodiments, the user can trigger the prompt effect at any time during its playback. When the terminal detects the user's trigger action, it switches from the preparation interface of the target round to the spectator interface of the previous round against the opponent. The spectator interface displays a video stream of the previous round's combat process from the opponent's spectator perspective. The video stream can be a live stream or a historical stream, retrieved by the terminal from the server in response to the trigger action.
[0097] Optionally, the triggering operations for the prompt effect include, but are not limited to: click operation, press operation, touch operation, long press operation, double click operation, multi-finger operation, voice command, gesture command, etc., and this application embodiment does not specifically limit them.
[0098] In some embodiments, since each round is a group competition between two pairs of multiple participants, the previous round of the current interactive opponent may not have ended. If the previous round has not ended, the terminal directly enters the spectator interface of the previous round to observe the live video stream of the previous round from the spectator's perspective (being in the same perspective as the interactive opponent, but unable to control the interactive opponent's pieces and positions). If the previous round has ended, the terminal can retrieve the historical video stream of the interactive opponent in the previous round and play the historical video stream locally.
[0099] It's important to note that although the spectator's perspective and the interactive opponent's perspective are the same, this only means that the spectator's view of the game board layout and the player controlling the interactive opponent (not the opponent's other opponents from the previous round) differs in terms of access permissions. This means that the spectator can only see a portion of the interactive opponent's strategy. For example, the interactive opponent can see the opponents they are currently facing in the combat area of the game board, as well as the virtual opponents they can choose to play in the preparation area. However, the spectator's perspective only allows viewing the combat area of the game board. That is, the spectator can only see which opponents the interactive opponent chose in the previous round, and can only use the previous round's virtual opponent lineup as a reference for the target round. They cannot know what other virtual opponents the interactive opponent has in reserve, thus enhancing the game's competitiveness, strategy, and fun.
[0100] All of the above-mentioned optional technical solutions can be combined in any way to form optional embodiments of this disclosure, and will not be described in detail here.
[0101] The method provided in this application, during the preparation phase of the opponent's turn, since both sides involved are participants in the game, first detects whether there are any obstructions in the preparation interface. Only when there are no obstructions will a prompt effect for the interactive opponent be played. This allows the user to quickly enter the spectator interface of the previous round of the interactive opponent through the prompt effect. On the one hand, this prompt effect emphasizes the matched interactive opponent; on the other hand, the obstruction detection logic can prevent the prompt effect from being covered and causing the user to miss it, thus preventing the user from forgetting or missing this very important strategic prompt about the interactive opponent. During the playback of the prompt effect, the user can enter the spectator interface at any time through the prompt effect, shortening the operation link for the user to enter the spectator interface and improving the efficiency of human-computer interaction.
[0102] In the previous embodiment, the interaction method and display process of the prompt effect for the interactive opponent were briefly introduced. In this embodiment, the auto chess game, a multiplayer strategy turn-based card game, will be used as an example to introduce the display process of the prompt effect for the interactive opponent in the auto chess game. The following is a description.
[0103] Figure 3 This is a flowchart illustrating a special effects display method provided in an embodiment of this application. See also... Figure 3 This embodiment is executed by an electronic device. Taking an electronic device as an example as a terminal, the terminal can be provided as a first terminal 120 or a second terminal 160 in the above implementation environment. This embodiment includes the following steps:
[0104] 301. The terminal displays the preparation interface for the target round in the game, which shows the leaderboard information of the multiple participants in the game.
[0105] The target round is any round in the game other than the first round.
[0106] In some embodiments, a preparation phase is configured before each round of any game in an auto chess game. After the previous round ends, the user automatically enters the preparation phase of the target round and switches from the interaction interface of the previous round to the preparation interface of the target round. The preparation phase is used by each player to complete a series of preparatory operations such as drawing cards from the shop, improving their lineup, adjusting their positions, equipping items, and acquiring information. For auto chess games, the preparation interface must at least display the chessboard of the target round and all the players in the current game. If the target round is an opponent's round in which players compete against each other, then the user's opponent in the target round will be matched from all the players in the current game. The matching algorithm is pre-set by the server and is not specifically limited here.
[0107] In this embodiment, the example of displaying all participants in a game match in a leaderboard format on the preparation interface is used for illustration. On the preparation interface, a leaderboard for all participants in the game match is generated according to preset ranking rules. This leaderboard is updated in real-time as the game progresses. For example, when any participant's ranking changes, the leaderboard displays the new ranking of each participant. Similarly, when any participant is eliminated, the leaderboard can provide a notification, for example, through changes in transparency or grayscale, or by adding text or an icon after the account nickname. This embodiment does not specifically limit the specific ranking rules. Optionally, the preset ranking rules can be based on the virtual life value of each participant's controlled virtual avatar from highest to lowest, or on the combat points obtained by each participant in all previous rounds up to the current moment from highest to lowest, or on other ranking algorithms. This embodiment does not specifically limit the ranking rules.
[0108] In some embodiments, when displaying leaderboard information on the preparation interface, all participants in the current game are displayed according to their ranking. At the same time, for each participant displayed in the leaderboard information, the account nickname of the corresponding game account of the participant is displayed. Optionally, the identification avatar of the virtual character controlled by the participant is also displayed as the account avatar. Optionally, the remaining virtual health of the virtual character controlled by the participant is also displayed. When displaying virtual health, it can be displayed as a health progress bar or a numerical value. Alternatively, the account avatar itself can be used as a health progress bar to simplify the layout of the leaderboard information. This application embodiment does not specifically limit the layout method of the leaderboard information.
[0109] In some embodiments, the leaderboard information can be displayed at any location on the preparation interface, such as the left, right, top, or bottom. The specific display location of the leaderboard information is not limited here. In one example, if a leaderboard control is provided in the preparation interface, the leaderboard information is displayed when the control is expanded; otherwise, the leaderboard information is hidden or collapsed when the control is collapsed. This prevents the leaderboard information from obscuring the chessboard and optimizes the resource layout of the preparation interface.
[0110] 302. When the target round is an opponent round, the terminal determines the interactive opponent for the target round from among the multiple participants. The opponent round refers to the interactive round between the participants.
[0111] In some embodiments, after entering the preparation phase of the target round, the terminal detects the round type of the target round and determines whether the target round is an opponent round or a non-opponent round based on the round type. An opponent round refers to a round in which contestants are paired up to compete against each other, while a non-opponent round refers to a round in which contestants compete against NPC objects controlled by the system or AI, such as a jungle round. Alternatively, non-opponent rounds may also include rounds that do not involve a contest between the two sides, such as an auction round.
[0112] Optionally, the aforementioned round type is implemented as the type ID (Identification, ID) of the target round. The type ID can indicate the round's adversarial attributes. For example, the type ID can be PVP (Player vs. Player) or PVE (Player vs. Environment). If the terminal detects that the type ID of the target round is PVP, it determines that the target round is the opponent's round. If the terminal detects that the type ID of the target round is PVE, it determines that the target round is not the opponent's round.
[0113] Optionally, the aforementioned round type is implemented as the round ID of the target round. The round ID does not indicate the round's adversarial attributes, but only the round type. For example, the round ID can be configured as: Opponent Round ID_001, Jungle Round ID_002, Auction Round ID_003. In one example, the terminal side pre-configures a list of opponent round IDs. For instance, if the opponent round ID list only stores {ID_001}, querying the target round's round ID will determine if the target round's round ID matches any element in the pre-stored list of opponent round IDs; otherwise, the target round is determined to be a non-opponent round. In another example, the terminal side pre-configures a list of non-opponent round IDs. For instance, if the non-opponent round ID list stores {ID_002, ID_003}, querying the target round's round ID will determine if the target round's round ID does not match any element in the pre-stored list of non-opponent round IDs; otherwise, the target round is determined to be a non-opponent round.
[0114] Optionally, if the game business logic is configured such that a fixed order of some rounds in a game is the opponent's round and another fixed order of rounds is the non-opponent's round, such as the 3rd round of each game being the jungle round, the 6th round being the auction round, and the remaining rounds being the opponent's round, then the terminal only checks the round order of the target round. If the round order matches the fixed order of the opponent's rounds pre-set in the game business logic, the target round is determined to be the opponent's round; otherwise, the target round is determined to be the non-opponent's round. Alternatively, if the round order matches the fixed order of the non-opponent's rounds pre-set in the game business logic, the target round is determined to be the non-opponent's round; otherwise, the target round is determined to be the opponent's round. This application embodiment does not specifically limit whether the fixed order of the game business logic pre-sets the opponent's round or the non-opponent's round.
[0115] In some embodiments, when the target round is an opponent's round, the terminal sends an opponent matching request to the server. In response to this request, the server assigns an interactive opponent to the terminal from among the multiple participants and sends the opponent's identifier to the terminal. The algorithm for assigning the interactive opponent is not specifically limited here. The terminal receives the opponent identifier returned by the server based on the opponent matching request and, according to the opponent identifier, determines the interactive opponent indicated by the opponent identifier from among the multiple participants. Optionally, the opponent identifier may include the interactive opponent's account identifier, which is used to uniquely identify the participant.
[0116] In other embodiments, if the target round is a non-opponent round, there is no need to display a prompt effect for the interactive opponent. In this case, a round marker for the non-opponent round can be displayed in the preparation interface. This round marker is used to identify the round type of the non-opponent round. For example, different round markers can be configured for jungle rounds and auction rounds, so that the round marker can fully reflect what type of non-opponent round the target round is.
[0117] 303. The terminal detects the interface type of the preparation interface.
[0118] In some embodiments, since users may open certain function pop-ups or expand certain interactive controls in the preparation interface, resulting in obstructions that can block the prompt effects in the preparation interface, the terminal needs to detect the interface type of the preparation interface at the current moment before displaying the prompt effects. Optionally, the interface type includes: interactive interfaces with function pop-ups and interactive interfaces without function pop-ups. For simplicity, interactive interfaces without function pop-ups can be called HUD (Head Up Display) interfaces. HUD interfaces refer to the default interactive interfaces in the game that do not contain any function pop-ups. Function pop-ups include, but are not limited to, virtual shop pop-ups, talent configuration pop-ups, virtual equipment bar pop-ups, etc.
[0119] In some embodiments, the terminal queries the interface type of the preparation interface at the current moment. If the interface type is a HUD interface, proceed to step 304, where the prompt effects for the interactive opponent matched in step 302 can be played directly. This ensures that the prompt effects are not obscured by the function pop-up, preventing the prompt effects from being ignored due to obscuration and improving the user's information acquisition efficiency.
[0120] In other embodiments, the terminal queries the interface type of the preparation interface at the current moment. If the interface type is not a HUD interface, it means that a function pop-up has already been opened in the preparation interface. In this case, the playback of the prompt effect can be postponed. That is, if the interface type is an interactive interface with a function pop-up, the prompt effect will only be displayed in the preparation interface after the function pop-up is detected to be closed. In other words, if the preparation interface contains a function pop-up, it is necessary to wait until the function pop-up is closed and the interface type changes back to a HUD interface before executing step 304 to play the prompt effect. This implements a delayed playback strategy for the prompt effect. Optionally, a callback function or hook function for the pop-up closing operation can be registered to detect whether a pop-up closing operation has occurred in real time, thereby improving the real-time performance of the prompt effect playback.
[0121] In other embodiments, if the interface type is not a HUD interface, i.e., when the interface type is an interactive interface with function pop-ups, the terminal can further determine whether the display areas of the function pop-ups and prompt effects overlap, and thus decide whether to play the prompt effects immediately or delay them. This ensures that the prompt effects will not be delayed in all cases when a function pop-up is detected, and avoids the user missing the opportunity to adjust their own virtual object lineup based on the virtual object lineup of the interactive opponent when the prompt effects are delayed, further improving the user's information acquisition efficiency.
[0122] Figure 4 This is a schematic diagram of a preparation interface with a pop-up function provided in an embodiment of this application, as shown below. Figure 4 As shown, the preparation interface 400 contains a function pop-up window 401. Taking the function pop-up window 401 as a virtual store pop-up window as an example, users can purchase the virtual objects they need in the virtual store pop-up window, or randomly draw new virtual objects by drawing cards, thereby expanding the reserve pool of candidate virtual objects. At this time, since the preparation interface 400 contains the function pop-up window 401, the prompt effect can be delayed in all cases, or the display areas of the function pop-up window and the prompt effect can be further judged to determine whether they overlap, so as to make a precise decision on whether to delay the playback of the prompt effect.
[0123] Schematic illustration: If the interface type is not a HUD interface, that is, if the interface type is an interactive interface with function pop-ups, the terminal has already obtained the interactive opponent for the target round through step 302. Since the leaderboard information displays each contestant, contestants of different rankings will have different positions in the preparation interface, the terminal can determine the display area of the prompt effect based on the position of the interactive opponent in the leaderboard information. For example, the target range of the position of the interactive opponent in the leaderboard information can be determined as the display area of the prompt effect. The target range can be determined according to the movement trajectory of the prompt effect, or the target range can be a fixed-size bounding box centered on the position of the interactive opponent in the leaderboard information. This application embodiment does not specifically limit the method of determining the target range.
[0124] In some embodiments, it is determined whether there is an overlap between the currently displayed function pop-up in the preparation interface and the display area of the prompt effect. If there is no overlap between the function pop-up and the display area of the prompt effect, that is, if the function pop-up and the display area do not overlap, the prompt effect is directly displayed in the preparation interface. In the above process, even if the interface type of the preparation interface is not a HUD interface, the prompt effect will not be delayed in all cases. Instead, a more refined determination is made as to whether the function pop-up opened in the preparation interface will obstruct the expected display area of the prompt effect. If the function pop-up and the expected display area of the prompt effect do not overlap, the function pop-up and the prompt effect are displayed simultaneously in the preparation interface. This can increase the amount of information carried in the preparation interface and ensure that the prompt effect and the function pop-up do not interfere with each other, thereby improving the efficiency of human-computer interaction for users.
[0125] In other embodiments, when there is an overlap between the display area of the function pop-up and the display area of the prompt effect, the prompt effect can be delayed indefinitely until the function pop-up is closed, or the display areas of the function pop-up and the prompt effect no longer overlap, before the prompt effect is played in the preparation interface. Optionally, if there is an overlap between the display area of the pop-up function and the display area of the prompt effect, it is possible to further detect whether the overlapping area contains interactive controls within the pop-up function. If the overlapping area does not contain interactive controls within the pop-up function, the prompt effect is displayed after being placed on top. If the overlapping area contains interactive controls within the pop-up function, the prompt effect can be delayed. For example, the prompt effect can be played in the preparation interface only after it is detected that there are no interactive controls within the overlapping area, or that the display areas of the pop-up function and the prompt effect do not overlap, or that the pop-up function is closed. In this way, even if there is an overlap between the display areas of the pop-up function and the prompt effect, as long as there are no interactive controls within the overlapping area, it means that even if the prompt effect is displayed in the overlapping area, it will not affect the user's interaction logic with the pop-up function based on the interactive controls. Therefore, by placing the prompt effect on top, the interaction logic based on the pop-up function can be ensured to be displayed as promptly as possible, thereby further improving the utilization of interface resources and the efficiency of human-computer interaction.
[0126] In other embodiments, even if the overlapping area contains interactive controls within the pop-up window, if the display area is determined based on the movement trajectory of the prompt effect, the movement trajectory of the prompt effect can be adjusted, and the adjusted display area can be determined based on the adjusted movement trajectory. If the adjusted display area does not contain interactive controls within the pop-up window, or if the adjusted display area does not overlap with the pop-up window, the prompt effect for the interactive partner can be displayed according to the adjusted movement trajectory. This can also avoid delaying the playback of the prompt effect as much as possible, while ensuring that such timely playback will not adversely affect the current interactive function of the pop-up window.
[0127] 304. When the terminal is an interactive interface without function pop-ups, it plays a prompt effect for the interactive opponent based on the leaderboard information. The prompt effect is used to indicate that the interactive opponent has been matched in the target round.
[0128] In some embodiments, when the terminal's interface type in the preparation interface is a HUD interface, i.e., an interactive interface without a function pop-up, or when the interface type is an interactive interface with a function pop-up but the display area of the function pop-up and the prompt effect do not overlap, or when the interface type is an interactive interface with a function pop-up and the overlapping area between the display area of the function pop-up and the prompt effect does not contain interactive controls within the function pop-up, the terminal plays the prompt effect for the interactive opponent based on the above step 304.
[0129] In some embodiments, when playing the aforementioned prompt effect, playback is based on leaderboard information. For example, based on the current position of the interactive opponent in the leaderboard information, a movement trajectory of the prompt effect ending at the aforementioned position is determined, and the movement process of the prompt effect moving along the movement trajectory to the aforementioned position is displayed. The starting point of the movement trajectory is not specifically limited here. For example, the starting point of the trajectory can be the nearest edge endpoint in the preparation interface, or any one of the two intersection points between the horizontal line passing through the aforementioned position and the edge line of the preparation interface, or the center point of the preparation interface, or any starting point randomly generated according to the trajectory function. This embodiment of the application does not specifically limit this.
[0130] In some embodiments, for the aforementioned movement trajectory ending at the position of the interactive opponent in the leaderboard information, the size of the prompt effect can be gradually reduced during playback, so that when playback ends, the prompt effect will be displayed as the interactive opponent displayed separately in the leaderboard information, creating a visual effect where the prompt effect gradually flies towards the interactive opponent and converges to the interactive opponent's account avatar, making the overall playback flow of the prompt effect more integrated with the account avatar, smooth and natural, thereby optimizing the display effect of the prompt effect.
[0131] In some embodiments, the above-described implementations of the prompting effects for interactive counterparts include, but are not limited to: Spine effects, particle effects, motion effects, animations, Flash, dynamic stickers, magic emoticons, etc. This application embodiment does not specifically limit the implementation of the prompting effects. Optionally, the above-described prompting effects can be generated locally on the terminal side, or they can be generated on the server side and then sent to the terminal for playback. This application embodiment does not specifically limit the device generating the prompting effects.
[0132] In some embodiments, taking the above-mentioned prompt effect generated locally on the terminal side as an example, the terminal can obtain the virtual image controlled by the interactive opponent in the game based on the interactive opponent determined in step 302 above. Then, based on the virtual image of the interactive opponent in the game, the prompt effect is generated. For example, a prompt effect containing the virtual object can be generated based on the image model of the virtual image controlled by the interactive opponent, the skin and accessories worn by the interactive opponent on the virtual image, etc., so as to conveniently emphasize who the interactive opponent matched in the current target round is through the prompt effect, and improve the user's information acquisition efficiency.
[0133] In some embodiments, the terminal can also generate the prompt effect based on the opponent's configured lineup in the previous round of the target round. For example, the terminal requests the virtual object lineup configured by the opponent in the previous round from the server. The virtual object lineup is provided as a list of object IDs selected by the opponent in the previous round. Then, the prompt effect is generated based on the list of object IDs. For example, the terminal displays the opponent's account avatar and displays the piece names of each object corresponding to the list of object IDs next to the account avatar. This allows users to easily see the opponent's virtual object lineup in the previous round through the prompt effect. If the user has a need to further observe the positions of each virtual object in the virtual object lineup, they can interact more deeply with the opponent displayed in the prompt effect or leaderboard information to trigger entry into the spectator interface to view the position details. This improves the efficiency of information acquisition on the virtual object lineup and thus enhances the efficiency of human-computer interaction.
[0134] In some embodiments, the terminal can also generate the prompt effect based on the ranking of the interactive opponent in the leaderboard information and the account attributes of the interactive opponent. For example, the terminal reads the ranking of the interactive opponent at the current moment from the leaderboard information and obtains the account attributes of the interactive opponent (i.e., the game account), such as the account attributes including the account nickname and account avatar. Based on the above ranking, account nickname and account avatar, the terminal generates the prompt effect, so that the user can quickly understand the ranking, nickname and avatar of the interactive opponent matched in this interactive round through the prompt effect. This can also achieve the effect of emphasizing the interactive opponent and reminding the user to observe the virtual object lineup of the interactive opponent in the previous round.
[0135] In an exemplary embodiment, the prompt effect can also be generated based on a combination of the above methods. For example, based on the ranking, account nickname, and virtual avatar of the interactive opponent, an animation containing virtual objects can be generated, and the ranking and account nickname of the interactive opponent can be displayed at the top or bottom of the animation. At the same time, if the user clicks on the prompt effect, they can enter the spectator interface for the interactive opponent. If the user long-presses the prompt effect, they can also view the lineup of virtual objects sent out by the interactive opponent in the previous round. That is, after long-pressing, the user can view the list of appearance object IDs selected by the interactive opponent in the previous round. However, during the playback, the appearance object ID list will be collapsed by default to avoid the appearance object ID list obscuring the preparation interface too much. In this way, the prompt effect itself contains rich interactive information, which can improve the user's information acquisition efficiency and human-computer interaction efficiency. This document only provides an exemplary description of the triggering operations for viewing the virtual object lineup and entering the spectator interface. It should be understood that technicians can define the triggering operations for the two functions according to business needs. For example, clicking triggers viewing the virtual object lineup, while long-pressing triggers entering the spectator interface. Alternatively, clicking triggers entering the spectator interface, while double-clicking triggers viewing the virtual object lineup. This application embodiment does not impose specific limitations on these aspects.
[0136] 305. After the prompt effect finishes playing, the terminal will display the interactive opponent separately in the leaderboard information.
[0137] In some embodiments, after the prompt effect finishes playing, the interactive opponents for the current target round can be distinguished in the leaderboard information. For example, the display style of the interactive opponents can be differentiated by highlighting, transparency, background color, or edge glow. Alternatively, a confrontation marker can be added to the side of the interactive opponent's account avatar to indicate that the participant carrying this confrontation marker is an interactive opponent for the target round. The playback duration of the prompt effect can be preset by technicians and is a value greater than 0, such as 2 seconds, 3 seconds, or 5 seconds. This application embodiment does not specifically limit this.
[0138] It should be noted that the embodiments of this application only illustrate the example of distinguishing the interactive opponent after the prompt effect has finished playing. Optionally, there is no sequential execution order between the above-mentioned prompt effect playback step and the step of distinguishing the interactive opponent in the leaderboard information. For example, the interactive opponent can be distinguished in the leaderboard information first, and then the prompt effect for the interactive opponent can be played. Alternatively, the interactive opponent can be distinguished in the leaderboard information and the prompt effect for the interactive opponent can be played simultaneously.
[0139] Figure 5 This is a flowchart illustrating the playback process of a prompt effect provided in an embodiment of this application, such as... Figure 5As shown, after the previous round of combat for its own player's target round ends, the terminal calculates the interaction results of the previous round, clears the opponent and chessboard displayed in the interaction interface, updates the leaderboard information according to the interaction results of the previous round, and then returns to the preparation interface of the target round from the interaction interface of the previous round. Please refer to the leaderboard area 501 in the preparation interface. The leaderboard area 501 displays the latest rankings of the 8 players 511 to 518 after the settlement of the previous round. Taking the terminal corresponding to player 511, who is currently ranked 1st, as an example. After entering the preparation stage of the target round, the terminal requests the server to match the interaction opponent for this round. If player 516, who is ranked 6th in the target round, is matched as the interaction opponent, it means that player 511 and player 516 will be paired up for a 1v1 battle in the target round. At this time, a prompt effect 502 generated based on the virtual image controlled by player 516 is played in the preparation interface. The prompt effect 502 has a relatively eye-catching visual prompt effect. In one example, the size of the cue effect 502 gradually shrinks after it appears, and converges to contestant 516 in the leaderboard area 501 after the playback duration is reached. After the cue effect 502 finishes playing, contestant 516 will be displayed separately in the leaderboard area 501. For example, an adversary marker 503 will be added to the left of contestant 516's account avatar to indicate that contestant 516 is the interactive opponent of the target round.
[0140] In steps 304-305 above, a possible implementation is provided for displaying a prompt effect for the interactive opponent when there are no obstructions in the preparation interface. Here, the obstruction refers to an interface element that can block the prompt effect. Since the prompt effect is only played when there are no obstructions, it can ensure that the user has sufficient attention to the prompt effect, thereby preventing the user from missing the prompt effect. This ensures that the user can adjust their virtual object lineup and position in the target round in a timely manner, thereby enhancing the strategy and fun of the game.
[0141] 306. In response to the triggering operation of the prompt effect, or the triggering operation of the interactive opponent displayed in the leaderboard information, the terminal switches from the preparation interface to the spectator interface of the interactive opponent in the previous round of the target round, and observes the previous round from the perspective of the interactive opponent in the spectator interface.
[0142] In some embodiments, the user can trigger the prompt effect at any time during its playback. When the terminal detects the user's trigger action, it switches from the preparation interface of the target round to the spectator interface of the previous round for that opponent. Alternatively, if the user wants to access the spectator interface after the prompt effect has finished playing, since the opponents have been differentiated in the leaderboard information in step 305, the user can easily find their current opponent when viewing the leaderboard. By triggering the action on the differentiated opponent, the terminal, upon detecting the user's action, switches from the preparation interface of the target round to the spectator interface of the previous round for that opponent. By supporting access to the spectator interface in multiple ways, users can find a quick entry point to the spectator interface in the preparation interface both during and after the prompt effect playback, greatly improving the operation chain for accessing the spectator interface and enhancing human-computer interaction efficiency.
[0143] After entering the spectator interface, the terminal displays a video stream of the previous round's combat process from the perspective of the interactive opponent. The video stream can be a live video stream or a historical video stream, which is retrieved from the server by the terminal in response to the trigger operation.
[0144] Optionally, the triggering operation for the prompt effect and the triggering operation for the interactive opponent displayed differently can be the same or different. The triggering operation includes, but is not limited to: click operation, press operation, touch operation, long press operation, double click operation, multi-finger operation, voice command, gesture command, etc. This application embodiment does not specifically limit this.
[0145] In some embodiments, since each round is a group competition between two pairs of multiple participants, the previous round of the current interactive opponent may not have ended. If the previous round has not ended, the terminal directly enters the spectator interface of the previous round to observe the live video stream of the previous round from the spectator's perspective (being in the same perspective as the interactive opponent, but unable to control the interactive opponent's pieces and positions). If the previous round has ended, the terminal can retrieve the historical video stream of the interactive opponent in the previous round and play the historical video stream locally.
[0146] It's important to note that although the spectator's perspective and the interactive opponent's perspective are the same, this only means that the spectator's view of the game board layout and the player controlling the interactive opponent (not the opponent's other opponents from the previous round) differs in terms of access permissions. This means that the spectator can only see a portion of the interactive opponent's strategy. For example, the interactive opponent can see the opponents they are currently facing in the combat area of the game board, as well as the virtual opponents they can choose to play in the preparation area. However, the spectator's perspective only allows viewing the combat area of the game board. That is, the spectator can only see which opponents the interactive opponent chose in the previous round, and can only use the previous round's virtual opponent lineup as a reference for the target round. They cannot know what other virtual opponents the interactive opponent has in reserve, thus enhancing the game's competitiveness, strategy, and fun.
[0147] In other embodiments, in response to the triggering operation of the prompt effect, or the triggering operation of the interactive opponent displayed in the leaderboard information, the terminal can directly jump from the preparation interface to the aforementioned spectator interface. Alternatively, it can provide a spectator sub-interface in the preparation interface in the form of split screen, multi-screen, small window, sub-window, floating window, etc., and play the video stream of the interactive opponent in the previous round through the spectator sub-interface. This makes it convenient for users to observe the lineup and position of the interactive opponent's virtual objects through the spectator sub-interface, while adjusting which virtual objects they want to send out as the field objects through the preparation interface, and adjusting the position of the decided field objects in the confrontation area on the chessboard. This avoids users frequently switching between the spectator interface and the preparation interface, greatly improving the efficiency of human-computer interaction.
[0148] All of the above-mentioned optional technical solutions can be combined in any way to form optional embodiments of this disclosure, and will not be described in detail here.
[0149] The method provided in this application, during the preparation phase of the opponent's turn, since both sides involved are participants in the game, first detects whether there are any obstructions in the preparation interface. Only when there are no obstructions will a prompt effect for the interactive opponent be played. This allows the user to quickly enter the spectator interface of the previous round of the interactive opponent through the prompt effect. On the one hand, this prompt effect emphasizes the matched interactive opponent; on the other hand, the obstruction detection logic can prevent the prompt effect from being covered and causing the user to miss it, thus preventing the user from forgetting or missing this very important strategic prompt about the interactive opponent. During the playback of the prompt effect, the user can enter the spectator interface at any time through the prompt effect, shortening the operation link for the user to enter the spectator interface and improving the efficiency of human-computer interaction.
[0150] The above embodiments detail how to generate and display prompt effects. For auto chess games, by optimizing the display rules for interactive opponents matched during an opponent's turn, the display method is enhanced, providing each opponent with a unique prompt effect (such as dynamic emoticons, particle effects, animations, etc.) display process. Furthermore, when a pop-up window is detected, the prompt effect can be delayed, or it can be played only when an interactive function that does not affect the pop-up window is detected. This avoids prompt effects from conflicting and failing to play properly due to pop-up windows, and also prevents prompt effects from being ignored by users even if they play normally but are obscured by pop-ups. This greatly ensures user attention to the prompt effects, thereby improving the user's information acquisition efficiency. Furthermore, during the display of the prompt effects, users can access the spectator interface of their opponent from the previous round. After the prompt effects finish playing, users can access the spectator interface through the leaderboard area. This allows users to fully observe the opponent's virtual character lineup and positioning, and adjust their own virtual character lineup and positioning accordingly to counter the opponent. This enhances the game's strategy and fun, thereby improving the user's gaming experience.
[0151] In this embodiment of the application, an auto chess game will be used as an example to provide a specific possible implementation of the display process of the prompt effect. Figure 6 This is a schematic diagram illustrating the display process of a prompt effect provided in an embodiment of this application. Figure 6 As shown, the execution subject of this display method is an electronic device, and the explanation will be based on an electronic device as the terminal.
[0152] In step 601, after the previous round ends, the settlement is completed and the player is teleported. During the teleportation, the opponent from the previous round disappears.
[0153] In other words, after the previous round ends, contestant A, corresponding to the terminal, receives the settlement results. Based on these results, rewards are given to the winner and penalties are applied to the loser. For example, a winner receives a ranking increase or other additional loot, while a loser is penalized by deducting virtual health points (such as HP) from their controlled virtual avatar. Simultaneously, the leaderboard information is refreshed according to the settlement results. Then, the contestant exits from the previous round's interactive interface, plays a round-end animation, and the opponent's marker from the previous round disappears from the leaderboard information.
[0154] In step 602, the preparation phase for the target round begins.
[0155] That is, the preparation phase of the target round begins, displaying the preparation interface for the target round. The preparation interface contains the latest leaderboard information and the initialized chessboard, which includes a combat area and a preparation area. The combat area initially contains no pieces, while the preparation area contains all the player's available pieces. The preparation interface can be viewed as a chessboard or space for the preparation phase.
[0156] In step 603, it is determined whether the target round is an opponent round between contestants. If so, proceed to step 604; otherwise, do not display the interactive opponent and end the process.
[0157] That is, the game application determines whether the target turn is the opponent's turn at the logic layer. For example, the game application creates the main thread of the auto chess game. The main thread is used to maintain the main business logic of the game. The above judgment logic is executed through the main thread. For detailed judgment logic, please refer to step 302 in the previous embodiment, which will not be repeated here.
[0158] In step 604, the interactive opponent for the target round is determined.
[0159] That is, the game application requests a match for an interactive opponent in the target round at the logic layer. For example, the game application requests a match for an interactive opponent from the business logic process on the server side through the main thread. The matching method is the same as step 302 in the previous embodiment, and will not be repeated here.
[0160] In step 605, it is determined whether the preparation interface is a HUD interface at the current moment. If it is, proceed to step 607; otherwise, proceed to step 606.
[0161] That is, the game application determines at the logic layer whether the preparation interface is a HUD interface without function pop-ups. For example, the game application executes the above detection logic for the HUD interface through the main thread. The detection method is the same as step 303 in the previous embodiment, and will not be repeated here.
[0162] In step 606, after the user completes the function pop-up operation and closes the function pop-up, and returns to the HUD interface, step 607 is executed.
[0163] In step 607, a notification effect for the interactive opponent pops up in the HUD interface.
[0164] For example, the prompt effect is the Spine effect, which pops up in the leaderboard information when interacting with opponents and disappears after playing for 2 seconds.
[0165] In step 608, the prompt effect gradually shrinks after it appears and disappears after the playback duration is reached. At the same time, a confrontation mark is added before the interactive opponent in the leaderboard information.
[0166] For example, the Spine effect pops up in the leaderboard information and gradually shrinks, then converges towards the opponent, eventually becoming the opponent's adversary marker to the left of the account avatar after the playback ends. This marker indicates that the player carrying the adversary marker is the opponent in the target round.
[0167] Furthermore, Figure 7 This is a logic flowchart of a method for displaying prompt effects provided in an embodiment of this application, such as... Figure 7 As shown, this will be explained again from the perspective of the interaction between the user, the game application presentation layer, and the game application logic layer. Here, the game application logic layer can be provided as the main thread created for the game application. The main thread is used to maintain the basic main business logic of the game. The game application presentation layer can be provided as the rendering thread created for the game application. The rendering thread is used to visualize and draw the interface on the terminal screen under the drive of the main thread.
[0168] The following example illustrates the interaction flow between the three parties, taking the (i+1)th round as the target round, where i is an integer greater than or equal to 1: The logic layer determines the end of the i-th round and sends a round-end command to the presentation layer. The presentation layer responds to the round-end command by exiting the interaction interface of the i-th round and simultaneously removing the opponent's flag from the leaderboard. The process then enters the preparation phase of the (i+1)-th round. The user can choose whether to open a pop-up window for preparatory operations such as drawing cards in the shop, setting talents, and adjusting equipment. Based on the user's current preparatory operations, the presentation layer provides the logic layer with the (i+1)-th round stage and interface type. The logic layer determines whether the (i+1)-th round is a PVP round. If it is, it identifies the opponent and proceeds to the next HUD interface for judgment. If it is not a PVP round, it does not need to display the opponent and exits the process. Finally, the logic layer determines whether the current interface of the (i+1)-th round is a HUD interface. If the current interface is a HUD interface, play the interactive opponent's prompt effect. If the current interface is not a HUD interface, wait for the user to close all function pop-ups and return to the HUD interface before playing the interactive opponent's prompt effect. The presentation layer controls the pop-up prompt effect at the interactive opponent in the leaderboard. The effect lasts for 2 seconds and then shrinks, and adds a confrontation mark around the interactive opponent in the leaderboard. The 2-second duration is just an example, and technical personnel can replace it with other parameters according to business needs.
[0169] In the above process, a possible implementation method is provided to delay the playback of prompt effects when there are functional pop-ups. Optionally, as described in the previous embodiment, even if the preparation interface contains functional pop-ups, it is possible to further detect whether the display of functional pop-ups and prompt effects will conflict, thereby determining whether to delay the playback of prompt effects. This will not be elaborated here.
[0170] Through the above embodiments, a unique prompt effect can be displayed for the interactive opponent in the target round, which enhances the way the interactive opponent is displayed in the target round. Furthermore, if a function pop-up is detected in the preparation interface, the prompt effect will be delayed until all function pop-ups in the preparation interface are closed before the prompt effect is displayed. This can more effectively and interestingly convey the important strategic information of the interactive opponent in the target round to the user, thereby improving the user's gaming experience.
[0171] Figure 8 This is a schematic diagram of the structure of a special effects display device provided in an embodiment of this application, as shown below. Figure 8 As shown, the device includes:
[0172] The interface display module 801 is used to display the preparation interface for the target round in the game, which displays multiple players participating in the game.
[0173] The opponent determination module 802 is used to determine the interactive opponent for the target round from among the multiple participants when the target round is an opponent round. The opponent round refers to the interactive round between the participants.
[0174] The special effects display module 803 is used to display a prompt effect for the interactive opponent when there is no obstruction in the preparation interface. The prompt effect is used to indicate that the interactive opponent has been matched in the target round. The obstruction refers to the interface element that can block the prompt effect.
[0175] The interface switching module 804 is used to switch from the preparation interface to the spectator interface of the interactive opponent in the previous round of the target round in response to the triggering operation of the prompt effect. The spectator interface observes the previous round from the perspective of the interactive opponent.
[0176] The device provided in this application embodiment, during the preparation phase of the opponent's turn, since both sides involved are participants in the game, first detects whether there are any obstructions in the preparation interface. Only when there are no obstructions will a prompt effect for the interactive opponent be played. This allows the user to quickly enter the spectator interface of the previous round of the interactive opponent through the prompt effect. On the one hand, this prompt effect emphasizes the matched interactive opponent; on the other hand, the obstruction detection logic can prevent the prompt effect from being covered and causing the user to miss it. This prevents the user from forgetting or missing this very important strategic prompt about the interactive opponent. During the playback of the prompt effect, the user can enter the spectator interface at any time through the prompt effect, shortening the operation link for the user to enter the spectator interface and improving the efficiency of human-computer interaction.
[0177] In some embodiments, the preparation interface displays leaderboard information for the multiple contestants in the game, based on... Figure 8 The device shown comprises the following components: the special effects display module 803 includes:
[0178] The special effects playback unit is used to play the prompt effect based on the ranking information;
[0179] The differentiation display unit is used to differentiate the interactive opponent in the leaderboard information after the prompt effect has finished playing.
[0180] In some embodiments, the notification effect gradually shrinks in size during playback and is displayed as the interactive opponent in the leaderboard information when playback ends.
[0181] In some embodiments, the interface switching module 804 is further configured to:
[0182] In response to a triggered action on the interactive opponent displayed in the leaderboard information, switch from the preparation screen to the spectator screen.
[0183] In some embodiments, based on Figure 8 The apparatus shown comprises, and further includes:
[0184] The interface detection module is used to detect the interface type of the prepared interface.
[0185] The special effects display module 803 is also used to display the prompt effect when the interface type is an interactive interface that does not contain function pop-ups.
[0186] In some embodiments, the special effects display module 803 is further configured to:
[0187] When the interface type is an interactive interface containing a function pop-up, this prompt effect is displayed after it is detected that the function pop-up has been closed.
[0188] In some embodiments, the preparation interface displays leaderboard information of the multiple contestants in the game, and the special effects display module 803 is further used for:
[0189] In the case of an interactive interface with pop-up windows, the display area of the prompt effect is determined based on the position of the interactive opponent in the leaderboard information.
[0190] The notification effect is displayed when the pop-up window does not overlap with the display area.
[0191] In some embodiments, the special effects display module 803 is further configured to:
[0192] If the pop-up window overlaps with the display area, and the overlapping area does not contain any interactive controls within the pop-up window, the notification effect will be placed on top and displayed.
[0193] In some embodiments, based on Figure 8 The device shown comprises a special effects generation module for:
[0194] The notification effect is generated based on the virtual avatar of the interactive opponent in the game; or,
[0195] The cue effect is generated based on the opponent's fielded target in the previous round of the target's turn; or,
[0196] The notification effect is generated based on the opponent's ranking in the leaderboard information and the opponent's account attributes.
[0197] All of the above-mentioned optional technical solutions can be combined in any way to form optional embodiments of this disclosure, and will not be described in detail here.
[0198] It should be noted that the special effects display device provided in the above embodiments, when displaying prompt effects for interactive opponents, is only illustrated by the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the electronic device can be divided into different functional modules to complete all or part of the functions described above. Furthermore, the special effects display device and the special effects display method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process is detailed in the special effects display method embodiments, which will not be repeated here.
[0199] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application, such as... Figure 9 As shown, terminal 900 is used as an example for illustration. Optionally, the device type of terminal 900 includes: smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. Terminal 900 may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other names.
[0200] Typically, terminal 900 includes a processor 901 and a memory 902.
[0201] Optionally, the processor 901 includes one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Optionally, the processor 901 is implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). In some embodiments, the processor 901 includes a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, the processor 901 integrates a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, the processor 901 also includes an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0202] In some embodiments, memory 902 includes one or more computer-readable storage media, optionally non-transitory. Optionally, memory 902 also includes high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in memory 902 is used to store at least one program code, which is executed by processor 901 to implement the special effects display methods provided in the various embodiments of this application.
[0203] In some embodiments, the terminal 900 may also optionally include a peripheral device interface 903 and at least one peripheral device. The processor 901, memory 902, and peripheral device interface 903 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 903 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 904, a display screen 905, a camera assembly 906, an audio circuit 907, and a power supply 908.
[0204] Peripheral device interface 903 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 901 and memory 902. In some embodiments, processor 901, memory 902 and peripheral device interface 903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 901, memory 902 and peripheral device interface 903 are implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0205] The radio frequency (RF) circuit 904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 904 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. Optionally, the RF circuit 904 communicates with other terminals via at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: metropolitan area networks (MANs), various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks (WLANs), and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 904 also includes circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0206] Display screen 905 is used to display a UI (User Interface). Optionally, the UI includes graphics, text, icons, videos, and any combination thereof. When display screen 905 is a touch display screen, display screen 905 also has the ability to collect touch signals on or above the surface of display screen 905. The touch signals can be input to processor 901 for processing as control signals. Optionally, display screen 905 is also used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there is one display screen 905, which is set on the front panel of terminal 900; in other embodiments, there are at least two display screens 905, which are respectively set on different surfaces of terminal 900 or have a folded design; in some embodiments, display screen 905 is a flexible display screen, which is set on the curved surface or folded surface of terminal 900. Furthermore, optionally, display screen 905 is set as a non-rectangular irregular shape, that is, an irregularly shaped screen. Optionally, display screen 905 is made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), etc.
[0207] The camera assembly 906 is used to acquire images or videos. Optionally, the camera assembly 906 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal, and the rear-facing camera is located on the back of the terminal. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 906 also includes a flash. Optionally, the flash is a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm-light flash and a cool-light flash, used for light compensation at different color temperatures.
[0208] In some embodiments, the audio circuit 907 includes a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input to the processor 901 for processing, or input to the radio frequency circuit 904 to realize voice communication. For stereo acquisition or noise reduction purposes, multiple microphones are used, respectively located at different parts of the terminal 900. Optionally, the microphone is an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signals from the processor 901 or the radio frequency circuit 904 into sound waves. Optionally, the speaker is a conventional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves that humans can hear, but also convert electrical signals into sound waves that humans cannot hear for purposes such as distance measurement. In some embodiments, the audio circuit 907 also includes a headphone jack.
[0209] Power supply 908 is used to power the various components in terminal 900. Optionally, power supply 908 is AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 908 includes a rechargeable battery, the rechargeable battery supports wired or wireless charging. The rechargeable battery also supports fast charging technology.
[0210] In some embodiments, the terminal 900 further includes one or more sensors 910. The one or more sensors 910 include, but are not limited to, an accelerometer 911, a gyroscope 912, a pressure sensor 913, an optical sensor 914, and a proximity sensor 915.
[0211] In some embodiments, the accelerometer 911 detects the magnitude of acceleration along the three coordinate axes of a coordinate system established with the terminal 900. For example, the accelerometer 911 is used to detect the components of gravitational acceleration along the three coordinate axes. Optionally, the processor 901 controls the display screen 905 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by the accelerometer 911. The accelerometer 911 is also used for acquiring motion data from games or the user.
[0212] In some embodiments, the gyroscope sensor 912 detects the orientation and rotation angle of the terminal 900. The gyroscope sensor 912 and the accelerometer sensor 911 work together to collect the user's 3D movements on the terminal 900. Based on the data collected by the gyroscope sensor 912, the processor 901 implements the following functions: motion sensing (e.g., changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0213] Optionally, the pressure sensor 913 is disposed on the side bezel of the terminal 900 and / or on the lower layer of the display screen 905. When the pressure sensor 913 is disposed on the side bezel of the terminal 900, it can detect the user's grip signal on the terminal 900, and the processor 901 performs left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 913. When the pressure sensor 913 is disposed on the lower layer of the display screen 905, the processor 901 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 905. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0214] An optical sensor 914 is used to collect ambient light intensity. In one embodiment, the processor 901 controls the display brightness of the display screen 905 based on the ambient light intensity collected by the optical sensor 914. Specifically, when the ambient light intensity is high, the display brightness of the display screen 905 is increased; when the ambient light intensity is low, the display brightness of the display screen 905 is decreased. In another embodiment, the processor 901 also dynamically adjusts the shooting parameters of the camera assembly 906 based on the ambient light intensity collected by the optical sensor 914.
[0215] The proximity sensor 915, also known as a distance sensor, is typically located on the front panel of the terminal 900. The proximity sensor 915 is used to detect the distance between the user and the front of the terminal 900. In one embodiment, when the proximity sensor 915 detects that the distance between the user and the front of the terminal 900 is gradually decreasing, the processor 901 controls the display screen 905 to switch from a screen-on state to a screen-off state; when the proximity sensor 915 detects that the distance between the user and the front of the terminal 900 is gradually increasing, the processor 901 controls the display screen 905 to switch from a screen-off state to a screen-on state.
[0216] Those skilled in the art will understand that Figure 9 The structure shown does not constitute a limitation on terminal 900, which may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0217] In exemplary embodiments, a computer-readable storage medium is also provided, such as a memory including at least one computer program, which can be executed by a processor in an electronic device to perform the special effects display methods in the various embodiments described above. For example, the computer-readable storage medium includes ROM (Read-Only Memory), RAM (Random-Access Memory), CD-ROM (Compact Disc Read-Only Memory), magnetic tape, floppy disk, and optical data storage devices, etc.
[0218] In an exemplary embodiment, a computer program product is also provided, including one or more computer programs stored in a computer-readable storage medium. One or more processors of an electronic device are capable of reading the one or more computer programs from the computer-readable storage medium, and the one or more processors execute the one or more computer programs, enabling the electronic device to perform the special effects display method in the above embodiments.
[0219] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. Optionally, the program is stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0220] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for displaying special effects, characterized in that, The method includes: The preparation screen for the target round in the game is displayed, and the preparation screen displays multiple players participating in the game. In the case that the target round is an opponent round, the interactive opponent for the target round is determined from the plurality of contestants, wherein the opponent round refers to the interactive round between contestants; Detect the interface type of the preparation interface; When the interface type is an interactive interface without function pop-ups, a prompt effect is displayed for the interactive opponent. The prompt effect is used to indicate that the interactive opponent has been matched in the target round. If the preparation interface displays leaderboard information of the multiple contestants in the game, and the interface type is an interactive interface with function pop-ups, the display area of the prompt effect is determined based on the position of the interactive opponent in the leaderboard information. The prompt effect is displayed when the pop-up window does not overlap with the display area; If the pop-up window overlaps with the display area, and if the overlapping area does not contain any interactive controls within the pop-up window, the prompt effect is placed on top and then displayed. If the overlapping area contains any interactive controls within the pop-up window and the display area is determined based on the movement trajectory of the prompt effect, the movement trajectory of the prompt effect is adjusted, and the adjusted display area is determined based on the adjusted movement trajectory. If the adjusted display area does not contain any interactive controls within the pop-up window or the adjusted display area does not overlap with the pop-up window, the prompt effect is displayed based on the adjusted movement trajectory. In response to the triggering of the prompt effect, the system switches from the preparation interface to the spectator interface of the previous round of the target round, where the previous round is viewed from the perspective of the interactive opponent.
2. The method according to claim 1, characterized in that, The preparation interface displays leaderboard information for the multiple participating players in the game, and the display effects for the interactive opponents include: Based on the ranking information, the notification effect is played; After the prompt effect finishes playing, the interactive opponents are displayed separately in the leaderboard information.
3. The method according to claim 2, characterized in that, The notification effect gradually shrinks in size during playback and is displayed as the interactive opponent in the leaderboard information when playback ends.
4. The method according to claim 2, characterized in that, The method further includes: In response to a triggered operation that distinguishes the interactive opponent displayed in the leaderboard information, the system switches from the preparation interface to the spectator interface.
5. The method according to claim 1, characterized in that, The method further includes: When the interface type is an interactive interface containing a function pop-up, the prompt effect is displayed after the function pop-up is detected to be closed.
6. The method according to claim 1, characterized in that, Before displaying the cue effect for the interactive opponent, the method further includes: The notification effect is generated based on the virtual image of the interactive opponent in the game; or, The cue effect is generated based on the opponent's character configuration in the previous round of the target round; or, The notification effect is generated based on the ranking of the interactive opponent in the leaderboard information and the account attributes of the interactive opponent.
7. A special effects display device, characterized in that, The device includes: The interface display module is used to display the preparation interface for the target round in the game, and the preparation interface displays multiple players participating in the game. The opponent determination module is used to determine the interactive opponent for the target round from among the multiple contestants when the target round is an opponent round, wherein the opponent round refers to the interactive round between contestants; The interface detection module is used to detect the interface type of the prepared interface; The special effects display module is used to display a prompt effect for the interactive opponent when the interface type is an interactive interface without function pop-ups. The prompt effect is used to indicate that the interactive opponent has been matched in the target round. If the preparation interface displays leaderboard information of the multiple contestants in the game, when the interface type is an interactive interface with function pop-ups, the display area of the prompt effect is determined based on the position of the interactive opponent in the leaderboard information. The prompt effect is displayed when the function pop-up and the display area do not overlap. If there are overlapping areas, and if the overlapping area does not contain the interactive controls in the pop-up window, the prompt effect is placed on top and then displayed. If the overlapping area contains the interactive controls in the pop-up window and the display area is determined based on the movement trajectory of the prompt effect, the movement trajectory of the prompt effect is adjusted, and the adjusted display area is determined based on the adjusted movement trajectory. If the adjusted display area does not contain the interactive controls in the pop-up window or the adjusted display area does not overlap with the pop-up window, the prompt effect is displayed based on the adjusted movement trajectory. The interface switching module is used to switch from the preparation interface to the spectator interface of the interactive opponent in the previous round of the target round in response to the triggering operation of the prompt effect. The spectator interface observes the previous round from the perspective of the interactive opponent.
8. An electronic device, characterized in that, The electronic device includes one or more processors and one or more memories, wherein at least one computer program is stored in the one or more memories, and the at least one computer program is loaded and executed by the one or more processors to implement the special effects display method as described in any one of claims 1 to 6.
9. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor to implement the special effects display method as described in any one of claims 1 to 6.
10. A computer program product, characterized in that, The computer program product includes at least one computer program, which is loaded and executed by a processor to implement the special effects display method as described in any one of claims 1 to 6.
Citation Information
Patent Citations
Display control method and device based on virtual object, equipment and medium
CN113599810A
