Virtual equipment wearing method and device, equipment and storage medium
By introducing a card mechanism in turn-based chess games, playing cards directly in the hand area to wear virtual equipment, the complex operation problem is solved, and the operation process is simplified and the human-computer interaction efficiency is improved.
Patent Information
- Application Number
- CN202410178211.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-02-08
- Publication Date
- 2025-08-08
AI Technical Summary
In turn-based chess games, the operation of wearing virtual equipment for this chess piece is complicated, involving operations in multiple different display areas, increasing the operation complexity.
Introduce a card mechanism to display equipment cards in the hand area, directly wear virtual equipment for the chess pieces through card play operations, and simplify other operations during the preparation process.
The process of obtaining chess pieces and using virtual equipment is unified into card operations, which simplifies the operation process and improves human-computer interaction efficiency, and is especially suitable for small-screen terminals.
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Figure CN120437583A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of applications supporting virtual environments, and in particular to a method, apparatus, device, and storage medium for wearing virtual equipment. Background Art
[0002] In turn-based chess games, players can enhance the combat capabilities of their own chess pieces by equipping them with virtual equipment.
[0003] In related art, turn-based chess games often feature a jungle round, where players control their own chess pieces to battle against neutral opponents, thereby obtaining virtual equipment dropped by the neutral opponents. The acquired virtual equipment is displayed in the player's backpack, and by viewing and using the virtual equipment in the backpack, the player can equip their own chess pieces with the virtual equipment.
[0004] The preparation process for one's own chess piece requires the player to operate the virtual equipment and perform other preparation-related operations. Since these operations involve different display areas in the game interface, this will increase the complexity of the operation of equipping the virtual equipment for one's own chess piece. Summary of the Invention
[0005] This application provides a method, device, equipment, and storage medium for wearing virtual equipment, which can simplify the operation of wearing virtual equipment for one's own chess piece. The technical solution is as follows:
[0006] According to one aspect of the present application, a method for wearing virtual equipment is provided, the method comprising:
[0007] Displaying a game interface for a turn-based chess game, the game interface comprising a chessboard area and a hand area. The chessboard area is used to accommodate chess pieces of both sides, and the hand area is used to display cards held by the player object on the own side, and the cards are used to execute the battle preparation process related to the player object on the own side;
[0008] Displaying a first equipment card in the hand area;
[0009] In response to the play operation of the first equipment card, it is displayed that the chess piece in the chessboard area wears the first virtual equipment, which is the virtual equipment corresponding to the first equipment card.
[0010] According to another aspect of the present application, a device for wearing virtual equipment is provided, the device comprising:
[0011] A display module, configured to display a game interface of a turn-based chess game, the game interface comprising a chessboard area and a hand area, the chessboard area being configured to accommodate chess pieces of both sides, the hand area being configured to display cards held by a player object on the own side, and the cards being used to execute a battle preparation process related to the own side;
[0012] The display module is further configured to display the first equipment card in the hand area;
[0013] The display module is further configured to display, in response to a play operation on the first equipment card, a chess piece of the player's side in the chessboard area wearing first virtual equipment, where the first virtual equipment is the virtual equipment corresponding to the first equipment card.
[0014] In an optional design, a virtual character of a chess player is displayed in the game interface, and the virtual character of the chess player is used to represent the virtual character that controls the chess pieces of the player's side; the display module is used to display a first effect card obtained in the hand area in response to the level increase of the virtual character of the chess player, and the first effect card is an effect card used to obtain an equipment card; in response to the card playing operation of the first effect card, the first equipment card obtained through the first effect card is displayed in the hand area.
[0015] In an optional design, the display module is used to display a first group of candidate equipment cards in response to a card-playing operation on the first effect card, wherein the first group of candidate equipment cards includes multiple candidate equipment cards; and in response to a first selection operation, display the selected candidate equipment card from the first group of candidate equipment cards in the hand area as the first equipment card.
[0016] In an optional design, the first group of candidate equipment cards includes equipment cards corresponding to basic-level virtual equipment.
[0017] In an optional design, an upgrade button for the virtual character of the chess player is displayed in the game interface, and an element for prompting the current level of the virtual character of the chess player is displayed in the upgrade button; the display module is used to display a growth line panel in the game interface in response to a display operation triggered by the upgrade button, and an upgrade control is displayed in the growth line panel; in response to the upgrade operation triggered by the upgrade control, the level increase of the virtual character of the chess player is displayed.
[0018] In an optional design, the display module is used to respond to the upgrade operation, and when the energy value of the chess player virtual character meets the upgrade energy value, display the level upgrade of the chess player virtual character; wherein the energy value of the chess player virtual character is related to the number of rounds that have been played in the current game.
[0019] In an optional design, a virtual character of a chess player is displayed in the game interface, and the virtual character of the chess player is used to represent the virtual character that controls the chess pieces of the player's side; the display module is used to display the equipment purchase option corresponding to the current level of the virtual character of the chess player when there is an equipment purchase option corresponding to the current level of the virtual character of the chess player; and display the second equipment card purchased through the equipment purchase option in the hand area.
[0020] In an optional design, the display module is used to display a second group of candidate equipment cards in response to an equipment purchase operation triggered by the equipment purchase option, where the second group of candidate equipment cards includes multiple candidate equipment cards; and in response to a second selection operation, display the selected candidate equipment card in the second group of candidate equipment cards in the hand area as the second equipment card.
[0021] In an optional design, the second group of candidate equipment cards includes equipment cards corresponding to basic-level virtual equipment; or, the second group of candidate equipment cards includes equipment cards corresponding to advanced-level virtual equipment; wherein the level corresponding to the first equipment purchase option is lower than that of the second equipment purchase option, the first equipment purchase option is used to purchase the basic-level virtual equipment, and the second equipment purchase option is used to purchase the advanced-level virtual equipment.
[0022] In an optional design, the display module is used to display a growth line panel in the game interface, wherein the growth line panel displays the growth line of the chess player's virtual character, and the growth line displays level nodes corresponding to different levels, and the display style of the level nodes changes with the current level of the chess player's virtual character; when the current level of the chess player's virtual character corresponds to the equipment purchase option, the equipment purchase option in the unlocked state corresponding to the current level is displayed around the level node corresponding to the current level.
[0023] In an optional design, the display module is used to display the locked equipment purchase option corresponding to the level to be upgraded around the level node corresponding to the level to be upgraded, when the level to be upgraded corresponds to the equipment purchase option; wherein, the level to be upgraded is higher than the current level.
[0024] In an optional design, the display module is used to display a quantity control around the unlocked equipment purchase option, and the quantity control is used to indicate the number of times the second equipment card can be purchased through the equipment purchase option.
[0025] According to another aspect of the present application, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the method for wearing virtual equipment as described above.
[0026] According to another aspect of the present application, a computer-readable storage medium is provided, in which at least one program is stored. The at least one program is loaded and executed by a processor to implement the method for wearing virtual equipment as described above.
[0027] According to another aspect of the present application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the method for donning virtual equipment provided in various optional implementations of the above aspects.
[0028] The beneficial effects of the technical solution provided by this application include at least:
[0029] By introducing a "card" mechanic into a turn-based chess game, players can equip virtual chess pieces with virtual equipment during the battle preparation phase using equipment cards in the hand area. Furthermore, the cards in the hand area can also be used to perform other battle preparation-related operations, such as summoning and upgrading chess pieces. This means that the virtual equipment-equipping operation performed during the battle preparation phase and other battle preparation-related operations can be performed in the same area of the game interface. This simplifies the process of acquiring and using chess pieces and virtual equipment into a single card acquisition and use process. This fusion of different mechanics into a single card mechanic simplifies the process of equipping chess pieces with virtual equipment. BRIEF DESCRIPTION OF THE DRAWINGS
[0030] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0031] Figure 1 This is a structural block diagram of a computer system provided by one embodiment of the present application;
[0032] Figure 2 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;
[0033] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided by an embodiment of the present application;
[0034] Figure 4 This is a card diagram of a chess piece card provided by one embodiment of the present application;
[0035] Figure 5 This is a card diagram of an effect card provided by one embodiment of the present application;
[0036] Figure 6 This is a card diagram of an equipment card provided by an embodiment of the present application;
[0037] Figure 7 This is a card diagram of a chess player card provided by one embodiment of the present application;
[0038] Figure 8 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;
[0039] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application;
[0040] Figure 10 This is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;
[0041] Figure 11 This is a schematic diagram of the interface for playing cards in the preparation phase provided by one embodiment of the present application;
[0042] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0043] Figure 13 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0044] Figure 14 This is a schematic diagram of a game interface during the battle phase provided by an embodiment of the present application;
[0045] Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application;
[0046] Figure 16 This is a schematic diagram of a process for obtaining virtual equipment provided by an embodiment of the present application;
[0047] Figure 17 This is a flowchart of a method for wearing virtual equipment provided by an embodiment of the present application;
[0048] Figure 18This is a flowchart of a method for wearing virtual equipment provided by an embodiment of the present application;
[0049] Figure 19 is a schematic diagram of a first effect card provided by one embodiment of the present application;
[0050] Figure 20 is a schematic diagram of a first set of candidate equipment cards provided by one embodiment of the present application;
[0051] Figure 21 is a schematic diagram of a basic equipment pool provided by an embodiment of the present application;
[0052] Figure 22 is a schematic diagram of a second set of candidate equipment cards provided by one embodiment of the present application;
[0053] Figure 23 is a schematic diagram of a limited equipment pool provided by an embodiment of the present application;
[0054] Figure 24 This is a schematic diagram of a process for transferring virtual equipment provided by an embodiment of the present application;
[0055] Figure 25 is a schematic diagram of a process of automatically dropping equipment provided by one embodiment of the present application;
[0056] Figure 26 This is a schematic diagram of a process for purchasing equipment provided by one embodiment of the present application;
[0057] Figure 27 This is a schematic diagram of a process for obtaining equipment provided by an embodiment of the present application;
[0058] Figure 28 This is a schematic diagram of the structure of a wearable device for virtual equipment provided by one embodiment of the present application;
[0059] Figure 29 It is a structural diagram of a terminal provided by an embodiment of the present application.
[0060] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present application and, together with the description, serve to explain the principles of the present application. DETAILED DESCRIPTION
[0061] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0062] First, let’s introduce the terms used in this application:
[0063] Turn-based chess games: These are chess games in which the chess pieces are arranged in advance before the game begins, and then automatically fight each other according to this arrangement during the game. The chess pieces are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game is usually played in turns. When all the chess pieces on one side are destroyed (i.e., the virtual character's health points are reduced to zero), that side loses the round. In some embodiments, in addition to having a "chess piece-type virtual character" for playing the game, each of the two sides of the game is also provided with a chess player virtual character (chess player character) to represent the current user participating in the game. The chess player virtual character cannot be moved as a "chess piece" to the game area or the chess piece candidate area. The chess player virtual character is also provided with a life value (or blood volume). The life value of the chess player virtual character is correspondingly reduced (battle failure) or unchanged (battle victory) according to the result of each game. When the life value of the chess player virtual character is reduced to zero, the user corresponding to the chess player virtual character exits the game, and the remaining users continue to play. Optionally, the turn-based chess game includes Auto Chess.
[0064] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each of whom occupies an area on the board. Two of the multiple players compete one-on-one. Each round of a game consists of two stages: the preparation phase and the battle phase. In the preparation phase, users purchase chess pieces (heroes) from the store and arrange them on the board. In the battle phase, both teams lock their lineups, and the chess pieces will automatically engage until all of one team's pieces are dead. The player who destroys all of their chess pieces loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).
[0065] Chessboard: refers to the area in the battle interface of a turn-based chess game used to prepare for and conduct battles. The chessboard can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard, and this application does not limit this.
[0066] The traditional Auto Chess board is divided into a battle area and a piece candidate area. The battle area includes several equally sized squares, which are used to place the pieces that will be used in the battle. The piece candidate area includes several candidate pieces, which are used to place candidate pieces. These candidate pieces do not participate in the battle but can be dragged and placed in the battle area during the preparation phase. The board area provided in the embodiments of this application does not include the piece candidate area, but only the battle area.
[0067] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, schematically, n is an integer multiple of 2, and two adjacent rows of chess squares are aligned, or two adjacent rows of chess squares are staggered. In addition, the battle area is divided into two parts according to the rows, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, the users can only place chess pieces in the own battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess square can be any one of square, rectangle, circle, and hexagon. The embodiment of the present application does not limit the shape of the chess square.
[0068] Avatar: A vatar refers to an animated object in a virtual environment. This animated object can be a virtual person, virtual animal, or anime character, for example, a person displayed in a three-dimensional virtual environment. Alternatively, a vatar is a three-dimensional model created using animation skeletal technology. Each vatar has its own unique shape and volume within the three-dimensional virtual environment, occupying a portion of the space within the three-dimensional virtual environment. In some embodiments, the chess player vatar and chess pieces in this application are represented by vatars.
[0069] Virtual Equipment: Virtual equipment refers to equipment that a virtual character (chess piece) can wear, use, or equip. When a virtual character wears virtual equipment, it will change the appearance of the virtual character, or wearing virtual equipment will not affect the appearance of the virtual character. In some embodiments, virtual equipment is divided into attack equipment, defense equipment, and other equipment. For example, attack equipment is used to enhance the virtual character's physical attack or spell attack capabilities. Defensive equipment is used to enhance the virtual character's physical defense or spell defense capabilities. Other equipment provides bonus effects to the virtual character, such as effects that restore health points, effects that reduce the opponent's attack capabilities, effects that reduce the opponent's defense capabilities, etc.
[0070] In some embodiments, in Auto Chess, each chess piece can wear up to a preset number of virtual equipment, for example, three pieces. Virtual equipment can provide bonuses or effects to chess pieces, such as attack power, defense, health, healing, penetration, and shield. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and obtain equipment dropped by them, which they then pick up and add to their backpack. In some embodiments, multiple pieces of virtual equipment can be combined into new virtual equipment, resulting in higher-quality virtual equipment.
[0071] Card: A common gaming term, different from traditional Auto Chess where players directly manipulate chess pieces, cards carry game-related content on cards. Compared to chess pieces, cards are more convenient for carrying textual descriptions, such as card attributes and key values. "Cardization" uses chess piece heroes as card resources, making it easier for players to read and categorize card effects and carry more multi-dimensional information.
[0072] Energy: A game resource. In this application, energy (energy value) is defined as the resource used by players to play cards. Playing a card consumes the energy corresponding to the value marked on the card. In some embodiments, energy is also used to purchase equipment and upgrade the player's avatar, for example, to purchase virtual equipment.
[0073] Player: refers to a virtual character played by the player. Each player has different special abilities that can help the player to play the game better.
[0074] Battle Growth Line: This is a panel that displays the level-up rewards for the player's avatar. Each level-up in each game provides rewards, with a distinction between free and paid rewards (resources earned during the game). Players can choose from a variety of rewards to personalize their experience.
[0075] User Interface (UI) controls: Any visual control or element visible on an application's interface. Examples include images, input boxes, text boxes, buttons, labels, and other controls. Some UI controls respond to actions taken by the user.
[0076] Figure 1 FIG1 is a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .
[0077] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 may be a turn-based chess game program. When the first terminal 110 runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. This client 111 may be the client of an Auto Chess game. The first terminal 110 is used by a first user 112. During the preparation phase of a game, the first user 112 uses the first terminal 110 to place chess pieces in the battle area of the chessboard and equip the chess pieces with virtual equipment. During the battle phase, the first terminal 110 or the server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.
[0078] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a turn-based chess game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client 131 can be the client of an Auto Chess game. The second terminal 130 is used by a second user 132. During the preparation phase of a game, the second user 132 uses the second terminal 130 to place chess pieces in the game area of the board and equip them with virtual equipment. During the game phase, the second terminal 130 or the server 120 automatically controls the chess pieces based on their attributes, skills, and placement in the game area.
[0079] Optionally, the chess pieces placed by the first user 112 via the first terminal 110 and by the second user 132 via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user 112 and the second user 132 are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user 112 via the first terminal 110 and by the second user 132 via the second terminal 130 are located on different chessboards, i.e., the first user 112 and the second user 132 are on different chessboards in the same game. It should be noted that, in an optional embodiment, a game of a turn-based chess game is played by six user accounts. In each round, the six user accounts are matched up in pairs, and the two matched user accounts play against each other on the same chessboard during that round.
[0080] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (e.g., Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be the same or different device types, including at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are described using the example of a smartphone as the terminal.
[0081] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (i.e., the user plays against the AI), or there may be six, eight, or more terminals. The present embodiment does not limit the number of terminals or device types.
[0082] Figure 1Only two terminals are shown, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 are terminals corresponding to developers. A development and editing platform for a client that supports a virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0083] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0084] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting a three-dimensional virtual environment (turn-based chess game clients / Auto Chess game clients). Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.
[0085] In an illustrative example, server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. Processor 122 is configured to load instructions stored in server 120 and process data in user account database 123 and battle service module 124. User account database 123 is configured to store user account data used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where user accounts are located. Battle service module 124 is configured to provide multiple battle rooms for users to engage in battles. User-facing I / O interface 125 is configured to establish communication and exchange data with first terminal 110 and / or second terminal 130 via a wireless or wired network.
[0086] In combination with the above introduction to turn-based chess games and the description of the implementation environment, the method provided in the embodiment of the present application will be described below.
[0087] The embodiment of the present application provides a turn-based chess game (auto chess) based on card operations. Various complicated operations involved in traditional auto chess, such as store purchases, store upgrades, chess piece preparations, chess piece deployments, chess piece upgrades, and chess piece equipment additions, are simplified in the card playing process. On the one hand, the card-based playing process is relatively simple and suitable for use on small-screen terminals such as mobile phones and tablets; on the other hand, the three-dimensional model of the virtual chess piece can only carry limited text information, while the card face can carry more "labels", "values", "attributes", "entry effects" and other information, thereby improving the utilization efficiency of the display area where the card is located.
[0088] Figure 2 A flowchart of a game interaction method for a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment takes the method as an example executed by a terminal, in which a client supporting turn-based chess games is running.
[0089] The method includes:
[0090] Step 220: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area, wherein the hand area displays at least one card;
[0091] The game interface is where two player objects play against each other in a turn-based chess game. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player.
[0092] Combined with reference Figure 3 The game interface includes a chessboard area 10 and a hand area 11.
[0093] The chessboard area 10 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array. These chess squares 12 are always displayed or displayed only at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates the chessboard area 10 as a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this context refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.
[0094] The hand area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.
[0095] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, and the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. When the upper limit is exceeded, the excess cards are discarded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.
[0096] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.
[0097] Step 240: In the preparation phase, in response to the play operation of at least one card, perform preparation operations related to the own side;
[0098] The playing operation refers to the operation of playing one or more cards held. Schematically, the playing operation is the operation of dragging a selected card toward the board area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing cards can also be provided, whereby the player object plays cards on behalf of the player in certain rounds, such as the client intelligently recommending playing cards for novice players in the first few rounds.
[0099] At least one local chess piece is a virtual chess piece that has participated in at least one round (including the current round). If the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece, displayed as a two-dimensional icon or two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece, displayed as a three-dimensional model or three-dimensional image. In the initial state, there may be zero local chess pieces on the chessboard area, and the local player object can add, delete, or supplement the chessboard area. Local chess pieces that did not die in the previous round are automatically carried over to the next round.
[0100] The display state of the selected card is different from the display state of the unselected card. Optionally, the selected card has a highlighting effect, which includes: a bold border, a highlighted border, a dynamic border, and the placement position in the card queue is moved a preset distance toward the board area.
[0101] Preparation operations include at least one of: increasing one's own chess pieces, reducing one's own chess pieces, upgrading one's own chess pieces, adding equipment to one's own chess pieces, reducing equipment to one's own chess pieces, and increasing the buff effect of one's own chess pieces.
[0102] Since different card types have different effects, a preparation operation is performed on at least one of the own chess pieces in the chessboard area based on the card type of the selected card.
[0103] During the preparation phase, the player object will prepare at least one of its own chess pieces in the chessboard area, and the enemy player object will prepare at least one enemy chess piece in the chessboard area.
[0104] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.
[0105] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.
[0106] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.
[0107] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.
[0108] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0109] Classification of card types:
[0110] In some embodiments, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a chess player card.
[0111] Chess Cards:
[0112] Pawn cards are used to summon your own pieces in the chessboard area or upgrade the piece level of your own pieces. Figure 4 A schematic diagram of a chess piece card is shown. The chess piece card displays at least one of the following information: a chess piece image 21, a chess piece name 22, the energy consumed when the card is played 23, the chess piece type or faction 24 to which the chess piece belongs, the level of the chess piece after the card is played 25, and a description of the additional effects of the chess piece 26.
[0113] The chess piece image 21 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of a virtual chess piece. Figure 4 In the example, the chess piece image 21 is a bust of a virtual chess piece.
[0114] The chess piece name 22 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.
[0115] The energy value 23 refers to the energy required to play this chess piece. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities requires different amounts of energy. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively.
[0116] Piece Type 24 is a categorization attribute that identifies the role a piece plays during combat. In one example, different pieces can be classified as at least one of the following: Tank, Warrior, Assassin, Mage, Shooter, or Support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual worldview. In one example, different pieces can be classified into at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the same Great Wall Guards in the virtual worldview both belong to the Great Wall Faction. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as different categorization attributes as an example.
[0117] The level 25 that a piece is upgraded to after a card is played refers to the level that is increased after the card is played, if a piece with the same name (i.e., the same piece) already exists on the board. For example, if level 25 is 3 and the piece with the same name was originally at level 2, then after playing this card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the same piece to different levels after being played. For example, five different quality cards can upgrade the same piece to levels 1, 2, 3, 4, and 5, respectively.
[0118] The additional effect description 26 of a chess piece is a description of the additional effect possessed by the chess piece. This additional effect can be triggered upon playing, or it can be activated when a trigger condition is met during the game. For example, chess piece 1 has an exclusive skill: when chess piece 1 is on the board, whenever another chess piece on the board is sold, a randomly selected chess piece of the "tank" type on the board is randomly selected, and the level of the randomly selected chess piece is increased by a first value, which is half the level of the sold chess piece.
[0119] Effect Cards:
[0120] Effect cards are cards used to apply effects to at least one game factor in the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, hand card acquisition processes, etc. Figure 5 A schematic diagram of an effect card is shown. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, an energy value 33 consumed when the card is played, and an effect description 34 of the effect card.
[0121] The effect icon 31 may be an icon for representing the benefit effect of the effect card. Figure 5 The effect name 32 is the name of the effect card or the name of the gain effect.
[0122] The energy value 33 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.
[0123] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:
[0124] 1. Increase the probability and / or quantity of chess cards obtained by your players;
[0125] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;
[0126] 3. Reduce the energy consumed by your players when acquiring chess cards;
[0127] 4. Increase the number of chess cards that your players can exchange for;
[0128] 5. Reduce the energy consumed by your players when exchanging chess cards;
[0129] 6. Improve the level of at least one chess piece on the field;
[0130] 7. Add equipment to at least one chess piece on the field;
[0131] 8. Upgrade the equipment level of at least one chess piece on the field;
[0132] 9. Reduce energy consumption when playing / changing cards;
[0133] 10. Increase the probability of obtaining certain cards;
[0134] 11. Increase the number of cards that can be obtained;
[0135] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.
[0136] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.
[0137] In some embodiments, effect cards can be categorized as at least one of general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type or faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and range of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, only pieces of a specific piece type can acquire, use, or benefit from a card. Faction effect cards are effect cards whose attributes are related to faction. For example, only pieces of a specific faction can acquire, use, or benefit from a card.
[0138] For example, a certain chess piece type effect card can only be obtained with a certain probability when a chess piece card of that chess piece type is played.
[0139] Equipment Cards:
[0140] Equipment cards are used to equip at least one of your own chess pieces. Figure 6A schematic diagram of an equipment card provided by an exemplary embodiment of the present application is shown. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, an energy value 43 consumed when the card is played, and an equipment description 44 of the equipment card.
[0141] The equipment icon 41 may be an icon used to represent an equipment image or equipment effect. Figure 6 The circular icon in the figure is used as an example. Equipment name 42 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capability of the player's piece in different dimensions such as health, armor, defense, and mana, or weaken the combat capability of the enemy piece.
[0142] Energy value 43 refers to the amount of energy required to play this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may require different amounts of energy to play. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy costs of different cards may be adjusted periodically or irregularly based on game balance.
[0143] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.
[0144] Chess player cards:
[0145] Player cards are cards acquired through the player skills of a player avatar. Player cards can be acquired through a passive skill of a player avatar, cards that only a certain player avatar can acquire, cards that only a certain player avatar can use, cards that are exclusive to a certain player avatar, and so on, and this embodiment of the application does not limit this.
[0146] Figure 7 A schematic diagram of a chess player card provided by an exemplary embodiment of the present application is shown. The chess player card displays at least one of the following information: a card icon 51, a chess player card name 52, an energy value 53 consumed when the card is played, and a description of the equipment 54 of the chess player card.
[0147] The card icon 51 may be an icon used to represent the effect of the card. Figure 7 The player card name 52 is the name of the player card or the name of the effect.
[0148] The energy value 53 refers to the energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.
[0149] The effect description 54 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same as or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect range of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, or affect the acquisition process of the hand cards in any form. The effect of the player card can be designed to affect any process or detail in the game, and the embodiments of the present application are not limited to this.
[0150] Based on the introduction of the above four types of cards:
[0151] On the one hand, different types of cards have different functions. Piece cards can eliminate the shop in traditional Auto Chess based on the gameplay characteristics of the cards. Effect cards can eliminate the effect buttons or controls in traditional Auto Chess. Equipment cards can eliminate the jungle phase in traditional Auto Chess. Player cards can incorporate the gameplay characteristics of each player. By simplifying the different mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle screen, simplify the operation of the player object, and improve the efficiency of human-computer interaction for the player object.
[0152] On the other hand, compared with three-dimensional chess pieces, two-dimensional cards cannot carry text information well because the text information that three-dimensional chess pieces can carry is limited. The card characteristics of two-dimensional cards can naturally carry more text information and icon information. Therefore, compared with the three-dimensional chess pieces in traditional preparation stages, two-dimensional cards can increase the amount of information carried within the limited display range of small-screen terminals and improve information transmission efficiency.
[0153] It should be noted that the above-mentioned cards can not only be played in the preparation phase, but some cards can also be played in the battle phase, such as certain equipment cards, effect cards that immediately draw 2 more cards, etc.
[0154] How to obtain cards:
[0155] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:
[0156] Obtaining Condition 1: Start a new round of turn-based battle. Each time a new round of turn-based battle starts, you will receive a certain number of cards. For example, the first round of turn-based battle will draw 4 cards, and the subsequent rounds of turn-based battle will draw 2 cards.
[0157] Acquisition Condition 2: Use a pre-set chess card. Pre-set chess cards are chess cards with additional abilities, such as drawing, adding, or duplicating cards. For example, a chess card with the same name as a currently playing chess piece will grant an additional effect card when played.
[0158] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.
[0159] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.
[0160] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.
[0161] Acquisition condition 6: The player level of the chess player's virtual character is upgraded; after the chess player level is upgraded, higher quality or more cards can be unlocked.
[0162] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.
[0163] Obtaining condition 8: Purchase card operation.
[0164] Acquisition Condition 9: A preset player skill is triggered. A preset player skill is a passive skill that has the effect of extracting, adding, or duplicating cards. For example, you can extract a player card every two turns, or you can extract a player card every three cards played.
[0165] It should be noted that the above acquisition conditions can be combined. For example, some cards can only be obtained by using the preset player cards after reaching the player level 2. It should also be noted that the acquisition conditions for different types of cards can be completely different, completely the same, or some conditions can be the same and some different.
[0166] Figure 8 A flowchart of a method for interactively playing a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment uses the method executed by a terminal as an example. The method includes:
[0167] Player selection phase:
[0168] Step 320: Selecting a virtual chess player character of one's own side, where the virtual chess player character is used to represent a virtual character controlling at least one chess piece of one's own side;
[0169] Before each game begins, the player character selects their desired player avatar. Different player avatars have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors.
[0170] In some embodiments, different player skills have their own passive triggering mechanisms that allow the player character to obtain cards with special effects. For example, a player's skill effect is: every time three chess cards are played, the player obtains a Treasure Player card. The effect of this Treasure Player card is: consume 1 energy point and increase the level of a designated player on the board by 2.
[0171] For example, Figure 9 As shown, before starting a game, a player selection interface is displayed. This interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 61 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner. The virtual players selected by the other player objects are displayed in a normal sitting position, at normal size, and distributed on both sides.
[0172] On the player selection interface, several candidate player virtual characters 62 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 63.
[0173] A player skill button 64 is also displayed on the player selection interface. In response to the player skill button 64 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.
[0174] Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects the player avatar, they can click the "Confirm" button 65 to enter the ready state.
[0175] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.
[0176] Preparation phase for each round:
[0177] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area;
[0178] Combined with reference Figure 10 The board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The hand area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the hand area 11 is 0.
[0179] Optionally, attribute information for the n player objects participating in the current game is displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. Player skill buttons 64 are displayed in the lower left corner of the game interface. A card swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The card swap button 14 is used to replace one or more cards in the hand area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.
[0180] Optionally, an energy control 16 is displayed in the upper right corner of the game interface. This control displays the energy value of the player object. Energy is a game resource that may be consumed at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.
[0181] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own chess piece;
[0182] Card types include: chess piece cards, equipment cards, effect cards, and player cards. Players can perform different functions of battle preparation operations by playing different chess piece cards. This step includes at least one of the following steps:
[0183] Step 362: In response to the play operation on the chess piece card, executing a battle preparation operation related to at least one own chess piece in the chessboard area;
[0184] Step 364: In response to the play operation of the equipment card, equip all or part of the at least one chess piece with virtual equipment;
[0185] Step 366: In response to the play operation on the effect card, executing a preparation operation to add an effect to at least one factor in the game;
[0186] Step 368: In response to the play operation on the player's card, perform a preparation operation related to at least one factor in the game.
[0187] Since the battle situation in each round of turn-based battle is different, each player object has different cards in hand, and each player object has different card-playing habits, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.
[0188] Regarding step 362 (chess card):
[0189] In some embodiments, the cards in the hand area include a first chess piece card. In response to a play operation on the first chess piece card, a first local chess piece is added to the board area. The first local chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first local chess piece is a chess piece that has not been summoned to the board area.
[0190] That is, when the first own chess piece does not exist in the chessboard area, in response to the play operation on the first chess piece card, the first own chess piece is added to the chessboard area.
[0191] In response to a play operation on a first chess piece card, at least two candidate chess squares are displayed in the chessboard area, and a first indicator element corresponding to the first chess piece card is displayed, the first indicator element including at least one of a reduced first chess piece card, a first own chess piece, and a first indicator arrow; in response to a drag operation of dragging the first indicator element to the first candidate chess square, the first own chess piece is added to the first candidate chess square; wherein the first candidate chess square is one of the at least two candidate chess squares.
[0192] The at least two candidate squares may be all candidate squares or only candidate squares belonging to the player's side. The at least two candidate squares may be always displayed or only displayed when a card-playing operation is recognized.
[0193] The first chess card is Figure 10 Take the 4th card in as an example, combined with reference Figure 11 In response to a drag operation on the first chess piece card, a first own chess piece 17 and a first indicator arrow 18 are displayed. First own chess piece 17 is a three-dimensional piece that slides in response to the real-time position of the drag operation. First indicator arrow 18 starts at the position of the first chess piece card before it is played and ends at the real-time position of the drag operation. If the drag operation is released at the first candidate square, first own chess piece 17 is summoned to the first candidate square.
[0194] based on Figure 11 It can be seen that this interaction method cancels the chess piece preparation area, and the hand card area takes into account both the chess piece acquisition and preparation functions, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.
[0195] In some embodiments, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already exists in the chessboard area, the chess piece level of the second local chess piece is upgraded in the chessboard area, where the second local chess piece is the chess piece corresponding to the second chess piece card.
[0196] Among them, the card-playing operation of the second chess piece card can also be a drag operation, but since there is already a second chess piece in the chessboard area, the release position of the drag operation can be completed at any position in the chessboard area, and it can take effect without the player object being accurately dragged to the second chess piece.
[0197] Regarding step 364 (equip the card):
[0198] In some embodiments, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow.
[0199] In response to a dragging operation of dragging the second indicator element to the second own chess piece, dressing the second own chess piece with virtual equipment;
[0200] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.
[0201] Regarding step 366 (effect card):
[0202] In some embodiments, the cards in the hand area include effect cards. In response to a play operation on the effect card, an effect is added to at least one of the own chess pieces, and / or an effect is added to the card acquisition process.
[0203] According to the objects of action, effect cards are divided into two categories:
[0204] Type 1: Increases the effect on the own chess pieces within the chessboard area;
[0205] Type 2: Adds effects to the card acquisition process.
[0206] In response to playing a Type 1 effect card, an effect is added to at least one of your own chess pieces, such as increasing a buff specific to the chess piece type, or a combined buff when at least two chess pieces from the same faction are present.
[0207] In response to the play operation on the type 2 effect card, an effect is added to the card acquisition process, for example, two identical chess pieces are drawn consecutively.
[0208] Regarding step 368 (player card):
[0209] In response to the play operation on the player's card, at least one of the following preparation operations is performed:
[0210] Increasing your own chess pieces, reducing your own chess pieces, upgrading your own chess pieces, adding effects to your own chess pieces, equipping your own chess pieces with props, operations related to card acquisition, operations related to card sales, operations related to card exchanges, operations related to subsequent rounds, and operations related to the health value of your own player objects.
[0211] In other words, the function of a player card is relatively special. It can be any of the functions of a chess piece card, an equipment card, or an effect card. It can also be a function related to the card acquisition process, or a function related to the player's health. In different design implementations, any function that can affect a certain factor in the game may be designed as a function of a player card, and this embodiment of the application does not limit this.
[0212] During the preparation phase, the player object on this side can also use at least one of the card exchange function, card deletion function, and player level upgrade function.
[0213] Card swap function:
[0214] During the preparation phase, your player can also swap one or more cards from their hand. Clicking the swap button allows you to swap one or more cards, which consumes energy. For example, you can only swap cards once per round, but you can swap multiple cards at once. Each card swap costs 1 energy.
[0215] Delete card function:
[0216] During the card play process, dragging a card to a designated location will delete or sell it. The resources consumed by deleted cards cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, each deleted card will gain 1 energy point.
[0217] Player level upgrade function:
[0218] The player object on this side obtains a certain amount of energy in each round. The energy not used in this round can be accumulated to the next round, and the energy can be used to upgrade the player level. The higher the player level, the higher the quality of the cards that can be drawn in each round, and at the same time, some new abilities will be unlocked, such as talents, purchasable equipment, etc. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player level is upgraded, the quality indicator corresponding to the current player level will light up to indicate the quality of the cards that can be obtained at the current player level. The quality indicator can be as follows: Figure 12 The small rounded rectangle shown is used as an example, but other shapes or forms are also possible.
[0219] For example, when our player object reaches player level 1 / 2 / 3 / 4 / 5, cards of quality 1 / 2 / 3 / 4 / 5 will be unlocked respectively.
[0220] The battle phase of each round:
[0221] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;
[0222] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.
[0223] Figure 13 The figure shows an automatic battle diagram of a player's chess piece 17 and an enemy chess piece 19 in a melee battle on the chessboard. The movement, skill release, and functions of the two chess pieces during the battle do not require manual control by the player.
[0224] Battle settlement phase:
[0225] Step 390: Calculate the life value of the virtual character of the chess player on your side, and start the next round of turn-based battle or end the current game based on the life value.
[0226] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.
[0227] When the health value is deducted to zero, the player is eliminated from the game.
[0228] When the health value has not been deducted to zero, the next round of turn-based battle will begin in this game, and the player will continue to fight with one of the n player objects until he is eliminated, or he will win the game as the last player who has not been eliminated.
[0229] In some embodiments, the damage calculation is based on the number of pieces remaining on the winning side's board. Figure 14 Shown is the animation effect of calculating the life value of the opponent's chess piece 19 when the opponent is the loser, and then calculating the life value of the opponent's chess piece virtual character 61. A life value progress bar can be displayed on the top of the chess piece virtual character 61.
[0230] Exemplary references Figure 15 The settlement information of the current game is displayed on the settlement interface. The settlement information includes player rankings, players used by each player, lineups, chess piece types, and other information.
[0231] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.
[0232] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0233] The method provided in this embodiment can eliminate the store in traditional Auto Chess based on the playing characteristics of the cards through chess piece cards. The tedious process that requires users to purchase the chess pieces they want from dozens of available chess pieces in the store is replaced by a process in which the game system automatically distributes several cards to the player, eliminating the need for users to manually select cards. This reduces the number of interactive operations required for users to obtain chess pieces and the amount of information that users need to process.
[0234] The method provided in this embodiment can eliminate effect buttons or controls in traditional Auto Chess through effect cards, eliminate the jungle phase in traditional Auto Chess through equipment cards, and incorporate the gameplay characteristics of each player through player cards. By simplifying the various mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle interface, reducing the time users spend actively searching for relevant function entries, simplifying the operation difficulty of the player object, and improving the efficiency of human-computer interaction for the player object.
[0235] In combination with the relevant introduction to turn-based chess games in the above embodiments, the method for wearing virtual equipment provided by this application is introduced below.
[0236] Figure 16 FIG. 1 is a schematic diagram of a process for obtaining virtual equipment provided by an exemplary embodiment of the present application. Figure 16 As shown in (a), the client displays a game interface 1601 for a turn-based chess game. A virtual chess player character 1602 is displayed within game interface 1601. Game interface 1601 includes a chessboard area 1603 and a hand area 1605. Board area 1603 is used to hold the chess pieces of the opposing team, while hand area 1605 displays the cards held by the player object on the team. The cards are used to execute the team's preparations for battle. Virtual chess player character 1602 represents a virtual character controlling the player's chess piece 1604.
[0237] like Figure 16 As shown in (b), an upgrade button 1606 of the chess player virtual character 1602 is displayed in the game interface 1601, and an element for prompting the current level of the chess player virtual character 1602 is displayed in the upgrade button 1606. In response to the display operation triggered by the upgrade button 1606, the client will display a growth line panel 1607 in the game interface 1601, and an upgrade control 1608 is displayed in the growth line panel 1607. In response to the upgrade operation triggered by the upgrade control 1608, the client will display the level increase of the chess player virtual character 1602. Optionally, when the upgrade operation is triggered and the energy value of the chess player virtual character 1602 (for example Figure 16 (b) shows the "6" in the upper right corner of the growth line panel 1607) that meets the upgrade energy value (e.g. Figure 16In the case of the upgrade control 1608 shown in (b) of the "8" in the upgrade control 1608, the client will display the level upgrade of the chess player virtual character 1602. In some embodiments, the energy value of the chess player virtual character 1602 is related to the number of rounds that have been played in the current game. For example, the energy value of the chess player virtual character 1602 will be increased in each round of the current game. It should be noted that, in addition to the above-mentioned method of improving the level of the chess player virtual character 1602 by the upgrade button 1606, the level of the chess player virtual character 1602 can also be improved by playing effect cards, chess player cards, etc. in the aforementioned embodiments. The embodiment of the present application does not limit the method of improving the level of the chess player virtual character 1602.
[0238] like Figure 16 As shown in (c), in response to the level increase of the player's avatar 1602, the client displays in the hand area 1605 that a first effect card 1611 has been obtained. This first effect card 1611 is an effect card used to obtain an equipment card. In response to the play operation on the first effect card 1611, the client displays in the hand area 1605 the first equipment card obtained by playing the first effect card 1611. The first equipment card is used to indicate the first virtual equipment obtained, thereby causing the player's avatar 1602 to obtain the virtual equipment. In response to the play operation on the first equipment card, the client displays the first virtual equipment as being worn by the player's chess piece 1604 in the board area 1603.
[0239] In some embodiments, continue to refer to Figure 16 (b), the growth line panel 1607 displays the growth line 1609 of the chess player virtual character 1602. The growth line 1609 displays level nodes corresponding to different levels, and the display style of the level node changes with the current level of the chess player virtual character 1602. For example Figure 16 The level nodes 1-6 in the growth line 1609 of (b) light up according to the current level of the chess player virtual character 1602 ( Figure 16In (b), the black-filled level node represents a lit level node. At this time, the level of the chess player virtual character 1602 is level 2. If the current level of the chess player virtual character 1602 corresponds to an equipment purchase option 1610, the client can display the equipment purchase option 1610 corresponding to the current level in an unlocked state around the level node corresponding to the current level. In addition, if the level to be upgraded corresponds to an equipment purchase option 1610, the client will display the equipment purchase option 1610 corresponding to the level to be upgraded in a locked state around the level node corresponding to the level to be upgraded. The level to be upgraded is higher than the current level. That is, in the growth line panel 1607, the equipment purchase option 1610 corresponding to the level node higher than the current level of the chess player virtual character 1602 will be displayed as locked to indicate that virtual equipment cannot be purchased through it; the equipment purchase option 1610 corresponding to the level node lower than or equal to the current level of the chess player virtual character 1602 will be displayed as unlocked, so that the second virtual equipment can be purchased through the unlocked equipment purchase option 1610.
[0240] By introducing a "card" mechanic into a turn-based chess game, players can equip virtual chess pieces with virtual equipment during the battle preparation phase by using equipment cards in the hand area. Furthermore, the cards in the hand area can also be used to perform other battle preparation-related operations, such as summoning and upgrading chess pieces. This means that the virtual equipment-equipping operation performed during the battle preparation phase and other battle preparation-related operations can be performed in the same area of the game interface. This simplifies the process of acquiring and using chess pieces and virtual equipment into a single card acquisition and use process. This fusion of different mechanics into a single card mechanic simplifies the process of equipping chess pieces with virtual equipment.
[0241] Figure 17 This is a flowchart of a method for wearing virtual equipment provided by an exemplary embodiment of the present application. This embodiment takes the method as an example of a terminal executing the method, in which a client supporting a turn-based chess game is running. Figure 17 As shown, the method includes:
[0242] Step 1702: Display the game interface of the turn-based chess game.
[0243] The game interface is the interface where two players in a turn-based chess game play against each other. The game interface consists of a chessboard area and a hand area.
[0244] The chessboard area is used to accommodate the chess pieces of the two opposing players. For example, a first player object (the player object on the team) and a second player object (the enemy player object) participate in a turn-based chess game. The chessboard area in the game interface displayed on the first player object's terminal is used to accommodate the first player object's virtual chess piece (the player object on the team) and the second player object's virtual chess piece (the enemy chess piece).
[0245] The hand area displays the cards held by the player object, which are used to execute battle preparation processes related to the player. The player object is the player object currently using the terminal. The cards held by the player object include at least one card. This at least one card is typically multiple cards. The multiple cards are automatically drawn for the player object by the game backend, either randomly or according to a specific drawing rule. Optionally, different cards have different card types. Different card types have different battle preparation functions. Optionally, card types include at least one of: chess piece cards, effect cards, equipment cards, and player cards. Chess piece cards are used to summon virtual chess pieces or upgrade the chess piece level in the chessboard area. Effect cards are used to apply an effect to at least one gameplay factor within the game, including chess pieces, skills, equipment, amplification effects, levels, combat progress, and hand card acquisition. Equipment cards are used to equip at least one chess piece with virtual equipment. Player cards are obtained through player skills. The battle preparation process includes at least one of adding players, reducing players, upgrading players, adding equipment to players, removing equipment from players, adding buffs to players, upgrading players' levels, assigning talents (skills, effects), and increasing the number of playable players. Because different card types have different effects, using cards of different types allows you to perform a corresponding battle preparation process on at least one player on the board.
[0246] Optionally, a virtual player avatar (also referred to as a player or player character) of the player object is displayed in the game interface. The virtual player character represents a virtual character controlling at least one of the player's chess pieces. In some embodiments, before each game begins, the player object selects their desired virtual player character. Different virtual player characters have different player skills. Player skills are typically related to obtaining player cards, but can also be related to other game factors.
[0247] It should be noted that for the introduction of the game interface, chessboard area, hand area, hand, chess player virtual character and preparation process, please refer to the relevant content in the aforementioned embodiment, and this embodiment will not be described in detail here.
[0248] Step 1704: Display the first equipment card in the hand area.
[0249] The first equipment card corresponds to the first virtual equipment, and is used to indicate the first virtual equipment that the player object has obtained. Optionally, the first equipment card displays at least one of the following information: the icon of the first virtual equipment, the name of the first virtual equipment, the energy value consumed when the card is played, and the equipment description of the first virtual equipment. Figure 6 .
[0250] In some embodiments, the first equipment card is automatically issued by a turn-based chess game. Optionally, the automatic issuance of the first equipment card includes at least one of the following situations: the level of the chess player virtual character of the player object is promoted, the first equipment card is issued according to the game duration of the current game (for example, an equipment card is automatically issued every few minutes), the first equipment card is issued according to the number of game rounds of the current game (for example, an equipment card is automatically issued every one or more rounds), and the first equipment card is issued according to the round win or loss of the current game (for example, after the round ends, the round winner issues a first number of equipment cards, and the round loser issues a second number of equipment cards, and the first number is greater than or equal to or less than the second number). In some embodiments, the first equipment card is obtained by using other types of cards. Optionally, the turn-based chess game automatically issues a first effect card in the above at least one situation, and by playing the first effect card, the first equipment card obtained by using the first effect card can be obtained.
[0251] In some embodiments, a turn-based chess game supports the purchase of a second equipment card by the player object. Optionally, if the current level of the chess player's avatar corresponds to an equipment purchase option, the equipment purchase option corresponding to the current level can be displayed through the player object's operation. The second equipment card can be purchased through the equipment purchase option, and the second equipment card purchased through the equipment purchase option is displayed in the hand area.
[0252] Step 1706: In response to the play operation of the first equipment card, the chess piece in the chessboard area is displayed as wearing the first virtual equipment.
[0253] The first virtual equipment is the virtual equipment corresponding to the first equipment card. The play operation on the first equipment card refers to the operation of playing the held first equipment card. For example, the play operation is the operation of dragging the selected first equipment card toward the chessboard area. Alternatively, the play operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select the first equipment card, and the second click operation is the operation of clicking a chess square (a chess piece of one's own side) in the chessboard area. The embodiments of the present application do not limit the specific form of the play operation of the first equipment card.
[0254] If a player specifies a player's own piece in the play operation of the first equipment card, the player equips the player's own piece with the first virtual equipment. If a player does not specify a player's own piece in the play operation of the first equipment card, the player equips the player's own piece with the first virtual equipment randomly; or the player equips the player's own piece with the first virtual equipment based on the player's level; or the player equips the player's own piece with the first virtual equipment based on whether the player's own piece supports the wearing of the first virtual equipment.
[0255] When a player equips a player's chess piece with the first virtual equipment, the player's chess piece's display style is affected, for example, the effect of wearing the first virtual equipment is displayed on the player's chess piece's appearance. Alternatively, when a player equips a player's chess piece with the first virtual equipment, the player's chess piece's display style is not affected, but the player's chess piece's first virtual equipment is displayed around the player, for example, an icon of the first virtual equipment is displayed.
[0256] In summary, the method provided in this embodiment introduces a "card" mechanism into a turn-based chess game. During the preparation phase, equipment cards in the hand area are used to equip a player's virtual chess piece with virtual equipment. Furthermore, the cards in the hand area can also be used to perform other preparation-related operations, such as summoning and upgrading chess pieces. This means that the virtual equipment-equipping operation performed during the preparation phase and other preparation-related operations can be performed in the same area of the game interface. This simplifies the acquisition and use of chess pieces and virtual equipment into a single card acquisition and use process. This fusion of different mechanisms into a single card mechanism simplifies the overall operation of equipping one's own chess pieces with virtual equipment.
[0257] Figure 18 This is a flowchart of a method for wearing virtual equipment provided by an exemplary embodiment of the present application. This embodiment takes the method as an example of a terminal executing the method, in which a client supporting a turn-based chess game is running. Figure 18 As shown, the method includes:
[0258] Step 1802: Display the game interface of the turn-based chess game.
[0259] The game interface is the interface used by two player objects in a turn-based chess game to engage in turn-based battles. The game interface includes a board area and a hand area. The board area is used to hold the chess pieces of the opposing players, while the hand area displays the cards held by the player object. The cards are used to execute the battle preparation process related to the player object. Optionally, different cards have different card types, and different card types have different battle preparation functions. Optionally, card types include at least one of: chess piece cards, effect cards, equipment cards, and player cards. The battle preparation process includes at least one of adding chess pieces to the player object, reducing chess pieces to the player object, upgrading chess pieces to the player object, adding equipment to the player object, removing equipment from the player object, adding buffs to the player object, upgrading the player object's level, setting talents (skills, effects) for the player object, and increasing the number of chess pieces available for play.
[0260] Optionally, a virtual player character for the player object is displayed in the game interface. The virtual player character represents a virtual character controlling at least one chess piece of the player object. In some embodiments, before each game begins, the player object selects their desired virtual player character. Different virtual player characters have different player skills. Player skills are typically related to obtaining player cards, but can also be related to other game factors.
[0261] It should be noted that for the introduction of the game interface, chessboard area, hand area, hand, chess player virtual character and preparation process, please refer to the relevant content in the aforementioned embodiment, and this embodiment will not be described in detail here.
[0262] Step 1804: In response to the level of the chess player's virtual character being upgraded, a first effect card is displayed in the hand area.
[0263] First effect cards are effect cards used to obtain equipment cards. Optionally, each time a player's virtual character's level increases, the turn-based chess game automatically issues one or more first effect cards to the player. Alternatively, when the player's virtual character's level reaches a first preset level, the turn-based chess game automatically issues one or more first effect cards to the player. Alternatively, when the player's virtual character's level increases cumulatively to a second preset level, the turn-based chess game automatically issues one or more first effect cards to the player. Optionally, first effect cards are issued to the player during the game's preparation phase. The first effect cards display a prompt indicating that virtual equipment can be obtained through the first effect cards.
[0264] For example, Figure 19 : is a schematic diagram of a first effect card provided by an exemplary embodiment of the present application. Figure 19As shown, the first effect card 1901 displays at least one of the following information: the energy value 1902 consumed when the card is played, the card icon 1903, the card name 1904, and the card effect description 1905. The information displayed on the first effect card 1901 indicates that one piece of virtual equipment can be obtained from three pieces of basic-level equipment through the first effect card 1901.
[0265] Optionally, an upgrade button for the virtual character of the chess player is displayed in the game interface, and an element for prompting the current level of the virtual character of the chess player is displayed in the upgrade button. The upgrade button can be a circular button, a rectangular button, a triangular button or a button of other shapes, and this embodiment does not limit this. For example, continue to refer to Figure 12 , the upgrade button can display different colors of quality marks. As the player's level upgrades, the quality mark corresponding to the current level will light up, indicating the current level of the player's virtual character. Figure 12 The small rounded rectangle shown is taken as an example, and other shapes or forms are also possible.
[0266] In response to the display operation triggered by the upgrade button, the terminal will display a growth line panel in the game interface. Optionally, the display operation is triggered by touching the upgrade button, and the touch is detected by a touch screen or an external device such as a mouse or keyboard. The growth line panel displays an upgrade control. Optionally, the shape of the upgrade control is circular, rectangular, triangular or other shapes, which is not limited in this embodiment. For example, refer to Figure 16 , the shape of the upgrade control is a rounded rectangle. In response to the upgrade operation triggered by the upgrade control, the turn-based chess game will upgrade the level of the chess player's virtual character, thereby displaying the level upgrade of the chess player's virtual character. In some embodiments, each time the upgrade operation is triggered, the level of the chess player's virtual character is upgraded by one level; or, by triggering an upgrade operation, the level of the chess player's virtual character is upgraded by multiple levels. Optionally, the upgrade operation is triggered by touching the upgrade control, and the touch is detected by an external device such as a touch screen or a mouse or keyboard. The display of the growth line panel is triggered by the upgrade button, and the upgrade control in the growth line panel is triggered to upgrade the level of the chess player's virtual character, providing a gameplay method in which a player object can selectively upgrade the level of the chess player's virtual character based on its own game strategy, which can enrich the strategy of turn-based chess games.
[0267] In some embodiments, when upgrading the level of the chess player's virtual character, energy value needs to be consumed. In response to the upgrade operation, and the energy value of the chess player's virtual character meets the upgrade energy value, the terminal will display the upgrade of the chess player's virtual character and deduct the upgrade energy value required for the upgrade accordingly. For example, continue to refer to Figure 16, the upgrade control displays the upgrade energy value required for the upgrade. The energy value accumulated by the chess player's virtual character is related to the number of rounds in the current game. For example, in each round of a turn-based chess game, a certain amount of energy will be automatically issued to the chess player's virtual character, and the energy values issued in different rounds may be the same or different. In addition, energy values can also be obtained by playing cards, etc. This embodiment does not limit the method of obtaining energy values. Judging whether to upgrade the level of the chess player's virtual character by the energy value of the chess player's virtual character provides a gameplay that requires the player object to rationally allocate and use energy values, which can enrich the strategy of turn-based chess games.
[0268] Step 1806: In response to the play operation on the first effect card, the first equipment card obtained through the first effect card is displayed in the hand area.
[0269] For example, the playing operation involves dragging the selected first-effect card toward the board area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is an operation of clicking to select the first-effect card, and the second click operation is an operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the playing operation for the first-effect card.
[0270] The first equipment card corresponds to a first virtual equipment. The first equipment card is used to indicate the first virtual equipment that the player object has obtained. The first equipment card is obtained by playing the first effect card. Optionally, by playing the first effect card, one or more first equipment cards corresponding to the first effect card can be obtained. Alternatively, by playing the first effect card, one or more first equipment cards can be selected from multiple equipment cards. When the player object's chess player virtual character levels up, the first effect card is automatically issued, thereby allowing the player object to obtain the first equipment card. By allowing the player object to obtain virtual equipment in this manner, virtual equipment is automatically issued to the player object based on the upgrade of the player object's chess player virtual character, without relying on the jungle rounds set for the game, thereby reducing the time consumed in a game and further reducing the computing resources consumed during the game.
[0271] Optionally, in response to a play operation on a first effect card, the terminal displays a first set of candidate equipment cards, the first set of candidate equipment cards comprising multiple candidate equipment cards. In response to a first selection operation, a selected candidate equipment card from the first set of candidate equipment cards is displayed in the hand area as the first equipment card. The first set of candidate equipment cards is displayed via an interface separate from the game interface, or displayed full-screen within the game interface, or via a pop-up window, overlay, sidebar, or panel control within the game interface. The display style of the candidate equipment cards may be the same as or different from that of the equipment cards; for example, the candidate equipment cards may simplify some of the content on the equipment cards. Optionally, the first selection operation is triggered by touching the candidate equipment card, detected by a touchscreen or an external device such as a mouse or keyboard. By providing multiple candidate equipment cards for selection by the player during the process of obtaining equipment cards using the first effect card, more flexible and free equipment card acquisition is achieved, thereby enhancing the user experience.
[0272] For example, Figure 20 : is a schematic diagram of a first set of candidate equipment cards provided by an exemplary embodiment of the present application. Figure 20 As shown, after playing the first effect card, the terminal displays an equipment card selection interface 2001. Equipment card selection interface 2001 includes a prompt element 2002, prompting the user to select and obtain an equipment card. Equipment card selection interface 2001 also displays a first set of candidate equipment cards 2003, which includes multiple candidate equipment cards. By selecting an equipment card from the multiple candidate equipment cards, the user can obtain the equipment card.
[0273] In some embodiments, the equipment cards of a turn-based chess game include equipment cards corresponding to basic-level virtual equipment (which may be referred to as basic equipment) and equipment cards corresponding to advanced-level virtual equipment (which may be referred to as advanced equipment or limited equipment). Optionally, the basic-level virtual equipment has a weaker bonus to virtual chess pieces than the advanced-level virtual equipment. Basic-level virtual equipment and advanced-level virtual equipment are the divisions of virtual equipment by developers. Optionally, the first group of candidate equipment cards includes equipment cards corresponding to basic-level virtual equipment. By automatically distributing basic-level virtual equipment based on the level-up of the chess player's virtual character, it is possible to avoid the dependence of all virtual equipment on the level-up of the chess player's virtual character to be obtained, which helps to enhance the fun of the game.
[0274] In some embodiments, the first set of candidate equipment cards is obtained from a basic equipment pool of a turn-based chess game. For example, Figure 21 FIG. 1 is a schematic diagram of a basic equipment pool provided by an exemplary embodiment of the present application. Figure 21As shown, the basic equipment pool for turn-based chess games includes 12 basic equipment items. Equipment 2101 increases the attack speed of a virtual chess piece. Equipment 2102 provides the virtual chess piece with the ability to absorb health through spell attacks. Equipment 2103 provides the virtual chess piece with the ability to restore health when attacked. Equipment 2104 increases the virtual chess piece's spell attack power. Equipment 2105 increases the virtual chess piece's physical defense. Equipment 2106 increases the virtual chess piece's spell defense. Equipment 2107 increases the virtual chess piece's ability to absorb health through physical attacks. Equipment 2108 increases the virtual chess piece's physical attack power. Equipment 2109 provides the virtual chess piece with the ability to automatically restore energy. Equipment 2110 increases the virtual chess piece's spell attack penetration rate. Equipment 2111 increases the virtual chess piece's health. Equipment 2112 increases the virtual chess piece's physical attack penetration rate. It should be noted that the above basic equipment is only used as an example and is not intended to limit the basic equipment in the method provided in the embodiment of the present application. It is understandable that there may be more types of basic equipment in turn-based chess games.
[0275] In some embodiments, the first group of candidate equipment cards is randomly obtained from a basic equipment pool of a turn-based chess game. In some embodiments, the first group of candidate equipment cards is obtained from a basic equipment pool of a turn-based chess game based on historical game data of a player object. The historical game data includes the corresponding winning rates when the player object wears different virtual equipment for different virtual chess pieces, determined based on the battle data of the player object in each round of each historical game. In the process of obtaining the first group of candidate equipment cards from the equipment pool, the virtual chess pieces that the player object has already played are first obtained, thereby determining the virtual chess piece with the highest level, the virtual chess piece with the highest current health value, or the virtual chess piece with the highest combined value of level and health value. The combined value of level and health value is obtained by multiplying the current level of the virtual chess piece by the percentage of the current health value. The game then determines the win rates of the highest-level virtual chess piece, the virtual chess piece with the highest current health, or the virtual chess piece with the highest combined level and health, when equipped with different virtual equipment, based on historical game data. This results in the acquisition of multiple pieces of basic equipment with the highest win rates. Furthermore, the game then identifies multiple candidate equipment cards corresponding to these pieces of basic equipment from the basic equipment pool, resulting in the first set of candidate equipment cards. By recommending equipment cards with the highest historical win rates for the player to choose from, the game implements a strategy based on the player's historical game experience, providing the player with appropriate virtual equipment options and enhancing their game experience.
[0276] Step 1808: In response to the play operation of the first equipment card, the chess piece in the chessboard area is displayed as wearing the first virtual equipment.
[0277] The first virtual equipment is the virtual equipment corresponding to the first equipment card. The first virtual equipment is the virtual equipment corresponding to the first equipment card. The play operation on the first equipment card refers to the operation of playing the held first equipment card.
[0278] If a player specifies a player's own piece in the play operation of the first equipment card, the player equips the player's own piece with the first virtual equipment. If a player does not specify a player's own piece in the play operation of the first equipment card, the player equips the player's own piece with the first virtual equipment randomly; or the player equips the player's own piece with the first virtual equipment based on the player's level; or the player equips the player's own piece with the first virtual equipment based on whether the player's own piece supports the wearing of the first virtual equipment.
[0279] In some embodiments, when a player equips a player's chess piece with a first virtual equipment, the player's chess piece will be displayed with the first virtual equipment, for example, an icon of the first virtual equipment will be displayed. Optionally, each player's chess piece can wear at most a preset number of virtual equipment, which is set by the game developer.
[0280] Step 1810: When there is an equipment purchase option corresponding to the current level of the chess player's virtual character, the equipment purchase option corresponding to the current level is displayed.
[0281] Equipment purchase options are used to purchase virtual equipment. By increasing the level of your avatar, you can purchase virtual equipment using the equipment purchase options corresponding to your increased level. Different levels of your avatar may have corresponding equipment purchase options; alternatively, some levels may have corresponding equipment purchase options, while others may not.
[0282] Optionally, the equipment purchase option displays an element indicating that the virtual equipment can be purchased through the equipment purchase option, as well as the energy value consumed by purchasing the virtual equipment through the equipment purchase option. The shape of the equipment purchase option is circular, rectangular, triangular or other shapes, which is not limited in this embodiment. For example Figure 16 As shown, the equipment purchase option is displayed as a hexagonal control. Optionally, the equipment purchase option is displayed through an interface different from the game interface, or is displayed full screen in the game interface, or is displayed through a pop-up window, floating layer, sidebar, panel, etc. in the game interface.
[0283] In some embodiments, the equipment purchase option is displayed in a growth line panel displayed in the game interface. Optionally, the growth line panel is triggered by an upgrade button. The growth line panel displays the player's virtual character's growth line, with level nodes corresponding to different levels displayed within the growth line, such as level nodes corresponding to each level of the player's virtual character. Optionally, the growth line panel also displays the current energy value. For example, the highest level of the player's virtual character is level 6, and the growth line includes level nodes corresponding to each level from 1 to 6, each level node displaying its corresponding level. The shape of the level nodes can be circular, rectangular, triangular, or other shapes, although this embodiment does not impose any limitation on this. The display style of the level nodes changes with the current level of the player's virtual character. Optionally, the level nodes light up and display according to the player's virtual character's level. For example, if the player's virtual character is level 3, the level nodes corresponding to levels 1 to 3 will light up and display. Alternatively, the level node corresponding to the player's virtual character's current level can be highlighted, bolded, outlined, or displayed in a different color from other level nodes, although this embodiment does not impose any limitation on this. If the current level of the chess player avatar corresponds to an equipment purchase option, the unlocked equipment purchase option corresponding to the current level will be displayed around the level node corresponding to the current level. The unlocked equipment purchase option indicates that the equipment purchase option is available / purchasable. Optionally, the unlocked equipment purchase option is displayed in color and / or an unlock icon is displayed within the unlocked equipment purchase option. Displaying the unlocked equipment purchase option can indicate to the player object that the equipment purchase option is available for purchase, facilitating the player object's operation.
[0284] The terminal also displays a quantity control around the unlocked equipment purchase option. The quantity control indicates the number of times a second equipment card can be purchased through the equipment purchase option, i.e., the number / number of times a virtual piece of equipment can be purchased through the equipment purchase option. The quantity control can be circular, rectangular, triangular, or other shapes, which are not limited in this embodiment. Optionally, the quantity control displays the number of times a virtual piece of equipment can be purchased. Displaying the quantity control around the unlocked equipment purchase option indicates to the player the number of times the virtual piece of equipment can be purchased through the equipment purchase option, facilitating the player's judgment and operation.
[0285] In the case where there is an equipment purchase option corresponding to the level to be upgraded, a locked equipment purchase option corresponding to the level to be upgraded will be displayed around the level node corresponding to the level to be upgraded. The level to be upgraded includes one or more levels that the chess player's virtual character has not yet reached. The level to be upgraded is a level that the chess player's virtual character has not yet reached but can be upgraded to, and the level to be upgraded is higher than the current level. That is, the equipment purchase option corresponding to the level that the chess player's virtual character has not reached will be displayed in a locked state. Optionally, the locked equipment purchase option is displayed in grayscale, and / or a lock icon is displayed in the locked equipment purchase option. By displaying the locked equipment purchase option, the player object can be prompted that the equipment purchase option is in a non-purchaseable state, which facilitates the operation of the player object.
[0286] For example, continue to refer to Figure 16 In the growth line panel, the purchase options on the left side of the growth line are free purchase options, which can be purchased without consuming energy points. Purchasing free purchase options can provide a gain effect. The purchase options on the right side of the growth line are paid purchase options, which require consuming energy points to purchase. Purchasing paid purchase options can also provide a gain effect. In addition, the free purchase options corresponding to the same level node will affect the paid purchase options. For example, the gain selected when purchasing the free purchase option of level node 4 will affect the gain provided by the paid purchase option of level node 4 ( Figure 16 The type of gain ("?" in the ). Figure 16 In the game, the growth line indicates that the current level of the chess player's virtual character is level 2, and there are equipment purchase options only at levels 3 and 5. At this time, the equipment purchase options corresponding to levels 3 and 5 are locked. After the chess player's virtual character is upgraded to level 3, the equipment purchase options corresponding to level 3 will switch to unlocked status.
[0287] Step 1812: Display the second equipment card purchased through the equipment purchase option in the hand area.
[0288] The second equipment card corresponds to a second virtual equipment item. The second equipment card is used to indicate the second virtual equipment item that the player object has acquired. The second equipment card is obtained by purchasing the equipment purchase option. Optionally, purchasing the second equipment card requires consuming the energy corresponding to the equipment purchase option. The second equipment card is acquired by purchasing the second equipment card when the player object's avatar player character levels up. This method allows the player object to acquire virtual equipment, allowing the player object to choose to purchase virtual equipment based on the upgrade of the avatar player character, without relying on the designated game rounds. This reduces the time consumed by a game and, in turn, reduces the computing resources consumed during the game. Furthermore, this allows the player object to flexibly and freely acquire virtual equipment.
[0289] In response to an equipment purchase operation triggered by the equipment purchase option, the terminal displays a second set of candidate equipment cards, comprising multiple candidate equipment cards. In response to a second selection operation, a selected candidate equipment card from the second set of candidate equipment cards is displayed in the hand area as a second equipment card. The second set of candidate equipment cards is displayed via an interface separate from the game interface, either full-screen within the game interface, or via a pop-up window, overlay, sidebar, or panel control within the game interface. The display style of the candidate equipment cards may be the same as or different from that of the equipment cards; for example, the candidate equipment cards may simplify some of the content on the equipment cards. Optionally, the second selection operation is triggered by touching the candidate equipment card, detected by a touchscreen or an external device such as a mouse or keyboard. During the purchase of virtual equipment through the equipment purchase option, by providing multiple candidate equipment cards for the player to select from, more flexibility and freedom in acquiring equipment cards is achieved, thereby enhancing the user experience.
[0290] For example, Figure 22 : is a schematic diagram of a second set of candidate equipment cards provided by an exemplary embodiment of the present application. Figure 22 As shown, after purchasing virtual equipment through the equipment purchase option 2202 corresponding to the level 3 node in the growth line panel 2201, the terminal displays a second set of candidate equipment cards 2203 on the game interface. The second set of candidate equipment cards includes multiple candidate equipment cards. By selecting an equipment card from the multiple candidate equipment cards, the equipment card can be obtained.
[0291] In some embodiments, the equipment cards for a turn-based chess game include equipment cards corresponding to basic-level virtual equipment and equipment cards corresponding to advanced-level virtual equipment. A second set of candidate equipment cards includes equipment cards corresponding to basic-level virtual equipment; alternatively, the second set of candidate equipment cards includes equipment cards corresponding to advanced-level virtual equipment. The first equipment purchase option corresponds to a lower level than the second equipment purchase option; the first equipment purchase option is used to purchase basic-level virtual equipment, while the second equipment purchase option is used to purchase advanced-level virtual equipment. Providing options for purchasing virtual equipment of different levels based on the different levels of the chess player's virtual character enriches the purchasing methods for virtual equipment of different levels.
[0292] In some embodiments, the second set of candidate equipment cards is obtained from a limited equipment pool of a turn-based chess game. Figure 23 FIG. 1 is a schematic diagram of a limited equipment pool provided by an exemplary embodiment of the present application. Figure 23As shown, the limited equipment pool for turn-based chess games includes 12 limited equipment items. Limited equipment is divided into three types: "Hero-specific" refers to limited equipment that matches certain virtual chess pieces, "Counter-specific" refers to limited equipment that can be used to counter certain virtual chess pieces, and "Team Support" refers to limited equipment that can provide benefits to other friendly virtual chess pieces. Among them, equipment 2301 provides the virtual chess piece with the ability to instantly move. Equipment 2302 provides the virtual chess piece with the ability to be untargeted (unable to be attacked) when it is near death (its health points fall below a first threshold). Equipment 2303 provides the virtual chess piece with the ability to restore energy when near death. Equipment 2304 provides the virtual chess piece with the ability to gain a shield when its health points fall below a second threshold, which is greater than the first threshold. Equipment 2305 provides the virtual chess piece with the ability to reduce the health recovery rate of enemy chess pieces. Equipment 2306 provides the virtual chess piece with the ability to stun enemy chess pieces at the start of the round. Equipment 2307 provides the virtual chess piece with the ability to be immune to control and gain a shield. Equipment 2308 is used to provide the virtual chess piece with the ability to stun surrounding enemy chess pieces. Equipment 2309 is used to provide the virtual chess piece with the ability to reduce the attacker's attack speed. Equipment 2310 is used to provide the virtual chess piece with the ability to restore the health of other friendly chess pieces. Equipment 2311 is used to provide the virtual chess piece with the ability to obtain a shield and transfer friendly chess pieces after the shield is shattered. Equipment 2312 is used to provide the virtual chess piece with the ability to enable the left and right friendly chess pieces to obtain both physical and magical defense. It should be noted that the above-mentioned limited equipment is only used as an example and is not intended to limit the limited equipment in the method provided in the embodiment of the present application. It is understandable that more types of limited equipment can exist in turn-based chess games.
[0293] In some embodiments, the second set of candidate equipment cards is randomly obtained from the basic equipment pool of the turn-based chess game. In some embodiments, the second set of candidate equipment cards is obtained from the limited equipment pool of the turn-based chess game based on the player object's historical game data. The historical game data includes the corresponding winning rate when the player object wears different virtual equipment for different virtual chess pieces based on the battle data of the player object in each round of each historical game. In the process of obtaining the second set of candidate equipment cards from the equipment pool, the virtual chess pieces that the current object has played are first obtained, so as to determine the virtual chess piece with the highest level, the virtual chess piece with the highest current health value, or the virtual chess piece with the highest combined value of level and health value. The combined value of level and health value is obtained by multiplying the current level of the virtual chess piece by the percentage of the current health value. The game then determines the win rates of the highest-level virtual chess piece, the virtual chess piece with the highest current health, or the virtual chess piece with the highest combined level and health, when equipped with different virtual equipment, based on historical game data. This results in the acquisition of multiple pieces of restricted equipment with the highest win rates. Furthermore, multiple candidate equipment cards corresponding to these pieces of restricted equipment are identified from the restricted equipment pool, resulting in a second set of candidate equipment cards. By recommending equipment cards with the highest historical win rates for the player to choose from, this implements a strategy based on the player's historical game experience, providing the player with appropriate virtual equipment options and enhancing their game experience.
[0294] Step 1814: In response to the play operation on the second equipment card, the chess piece in the chessboard area is displayed as wearing the second virtual equipment.
[0295] The second virtual equipment is the virtual equipment corresponding to the second equipment card. The second virtual equipment is the virtual equipment corresponding to the second equipment card. The play operation on the second equipment card refers to the operation of playing the held second equipment card.
[0296] If the play operation of the second equipment card specifies a local chess piece, the second virtual equipment is equipped on the local chess piece specified in the play operation. If the play operation of the second equipment card does not specify a local chess piece, the second virtual equipment is equipped on the local chess piece randomly; or the second virtual equipment is equipped on the local chess piece based on the level of the local chess piece; or the second virtual equipment is equipped on the local chess piece that supports the wearing of the second virtual equipment based on whether the local chess piece supports the wearing of the second virtual equipment.
[0297] In some embodiments, when the own chess piece is equipped with the second virtual equipment, the second virtual equipment will be displayed around the own chess piece, for example, an icon of the second virtual equipment will be displayed.
[0298] In some embodiments, the auto chess game also supports the transfer of virtual equipment worn by own chess pieces. In response to a transfer operation to transfer the third virtual equipment of the first own chess piece to the second own chess piece, if the second own chess piece has already worn the maximum number of virtual equipment, a display will be displayed to wear the fourth virtual equipment of the second own chess piece to the first own chess piece, or the fourth virtual equipment of the second own chess piece will be discarded and the third virtual equipment will be worn by the second own chess piece; if the number of virtual equipment already worn by the second own chess piece is less than the maximum number, a display will be displayed to wear the third virtual equipment to the second own chess piece. Optionally, the transfer operation is a drag operation to drag the third virtual equipment to the second own chess piece. The fourth virtual equipment is any virtual equipment of the second own chess piece, for example, the virtual equipment worn by the second own chess piece for the last time.
[0299] For example, Figure 24 FIG. 1 is a schematic diagram of a process of transferring virtual equipment provided by an exemplary embodiment of the present application. Figure 24 As shown in (a), the chess piece 2401 of the own side is wearing equipment 1 and equipment 2, and equipment 1 and equipment 2 are displayed together. Figure 24 As shown in (c), the chess piece 2402 is wearing equipment 3, equipment 4 and equipment 5, and equipment 3, equipment 4 and equipment 5 are displayed together. Each chess piece can wear up to 3 pieces of equipment. Figure 24 As shown in (b), in response to a click operation on the equipment displayed together on the chess piece 2401, the equipment worn by the chess piece 2401 will be displayed scattered around the chess piece 2401, and a disassembly button 2403 will be displayed. The disassembly button 2403 is used to trigger the disassembly of all the equipment worn by the chess piece 2401. Figure 24 As shown in (c), a drag operation of dragging the equipment 1 of the scattered display of the own chess piece 2401 to the own chess piece 2402 is received. Figure 24 As shown in (d), it is shown that the chess piece 2401 of the party is wearing equipment 5, and equipment 5 is the last equipment worn by the chess piece 2402 of the party. Figure 24 As shown in (e), the player's chess piece 2402 is shown wearing equipment 1, and the last piece of equipment worn by the player's chess piece 2402, 5, is transferred to the player's chess piece 2401. In addition, in response to a drag operation on the scattered equipment displayed on the player's chess piece 2401, all the equipment worn by the player's chess piece 2401 can be transferred to other players following the drag operation.
[0300] In summary, the method provided in this embodiment introduces a "card" mechanism into a turn-based chess game. During the preparation phase, equipment cards in the hand area are used to equip a player's virtual chess piece with virtual equipment. Furthermore, the cards in the hand area can also be used to perform other preparation-related operations, such as summoning and upgrading chess pieces. This means that the virtual equipment-equipping operation performed during the preparation phase and other preparation-related operations can be performed in the same area of the game interface. This simplifies the acquisition and use of chess pieces and virtual equipment into a single card acquisition and use process. This fusion of different mechanisms into a single card mechanism simplifies the overall operation of equipping one's own chess pieces with virtual equipment.
[0301] The method provided in the embodiments of the present application addresses the delivery of "equipment" in turn-based chess games, eliminating the need for wild rounds and instead delivering equipment in the form of cards. As a player level increases, a card with an effect, allowing them to choose one of three basic equipment items, can be dropped. This reduces the number of rounds and duration of the game while also increasing the player's pursuit of higher levels. Furthermore, as the player level increases, energy can be consumed in the player's growth line to purchase limited amounts of basic and limited equipment, supplementing the automatic equipment delivery.
[0302] For example, Figure 25 FIG. 1 is a schematic diagram of a process of automatically dropping equipment provided by an exemplary embodiment of the present application. Figure 25 As shown, in steps A1 and A2, during the preparation phase of the round, it is determined whether the player's player level is automatically upgraded. If "yes", the process proceeds to step A3; if "no", the process proceeds to step A4. In steps A4 and A5, the player opens the growth line panel and clicks the upgrade control. In steps A6 and A7, the system determines whether the energy value consumed by the player to upgrade to the next level is less than or equal to the player's current energy value. If "no", the player is prompted with "insufficient energy"; if "yes", the process proceeds to step A8. In step A8, the player's level is upgraded to the next level. In step A3, the system drops a "Basic Equipment 3-choose-1 Card" into the player's hand area. This card allows the player to select and obtain one equipment card from the three basic equipment equipment cards.
[0303] For example, Figure 26 FIG. 1 is a schematic diagram of a process of purchasing equipment provided by an exemplary embodiment of the present application. Figure 26As shown, in step B1, the player's level increases, unlocking the corresponding purchase options. In step B2, it is determined whether the player has reached level 3. In step B3, if yes, the 3-choose-1 purchase option for basic equipment is unlocked, and the process proceeds to step B4. In step B5, if no, it is determined whether the player has reached level 5. In step B6, if yes, the 3-choose-1 purchase option for limited equipment is unlocked, and the process proceeds to step B4. If no, the equipment purchase option is not unlocked. In step B4, the player clicks the purchase option to purchase the equipment. In steps B7 and B8, it is determined whether the number of purchases available for the purchase option is sufficient. If no, a message "Insufficient purchases available" is displayed. If yes, the process proceeds to the next step. In step B9, it is determined whether the player's remaining energy is sufficient. In step B10, if no, a message "Insufficient energy" is displayed. In step B11, if yes, a 3-choose-1 interface for the corresponding equipment appears, allowing the player to select equipment.
[0304] For example, Figure 27 FIG. 1 is a schematic diagram of a process for obtaining equipment provided by an exemplary embodiment of the present application. Figure 16 and Figure 27 As shown, in step C1, the player object clicks the Upgrade button in the lower right corner of the game interface. In step C2, the presentation layer retrieves the player's current level, the energy required to upgrade, and the available purchase options from the logic layer. In step C3, the logic layer retrieves the relevant results from the player's growth line panel and notifies the presentation layer. In step C4, the presentation layer notifies the player object of the corresponding information, and the player object determines whether to upgrade the player. In step C5, the player object upgrades the player's level. In step C6, the presentation layer notifies the logic layer of the player object's upgrade. In step C7, the logic layer controls the presentation layer to drop a basic equipment 3-choose-1 card into the player object's hand area. In step C8, the logic layer notifies the presentation layer of the unlocked new claimable / purchasable option. In step C9, the presentation layer notifies the player object of the corresponding information, and the player object determines whether to purchase the purchase option. In step C10, the player object decides to purchase the equipment and clicks the corresponding purchase option. In step C11, the logic layer determines whether the player object is allowed to purchase equipment (based on the remaining number of purchase options and the energy value). In step C12, the logic layer randomly selects three non-duplicate pieces of equipment and notifies the presentation layer. In step C13, the presentation layer notifies the player object of the corresponding information, and the player object decides which piece to select.
[0305] The method provided in this embodiment eliminates the setting of equipment drops in Auto Chess by playing in the jungle, and instead includes it in the rewards earned when the player levels up. Part of the equipment drops directly into the player's hand area after each level-up; other equipment is available for the player to purchase as they progress through the player's growth path. This solution has at least the following beneficial effects:
[0306] (1) The number of rounds in the game is reduced, and the game duration can be further shortened;
[0307] (2) It increases the motivation of players to upgrade their chess skills;
[0308] (3) Players can independently control the pace of acquiring equipment. They can either acquire equipment immediately or stabilize their combat power in the early stages and then upgrade their players to acquire equipment, which is more strategic.
[0309] (4) Compared with jungling, there may be negative feedback that the player object's chess piece cannot defeat the wild monster, resulting in no equipment falling out. The method provided in the embodiment of the present application ensures that the player object can obtain a certain amount of equipment, thereby reducing the pressure caused by the player object's failure in jungling.
[0310] It should be noted that before collecting the user's relevant data and during the process of collecting the user's relevant data, this application can display a prompt interface, pop-up window or output voice prompt information. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0311] It should be noted that the order of the method steps provided in the embodiments of the present application can be appropriately adjusted, and the steps can be increased or decreased accordingly according to the circumstances. Any technical personnel familiar with this technical field can easily think of the changed methods within the technical scope disclosed in this application, and they should be covered within the scope of protection of this application, so they will not be repeated here.
[0312] Figure 28 FIG. 1 is a schematic diagram of a wearable device for virtual equipment provided by an exemplary embodiment of the present application. Figure 28 As shown, the device includes:
[0313] Display module 2801 is used to display the game interface of the turn-based chess game. The game interface includes a chessboard area and a hand area. The chessboard area is used to accommodate the chess pieces of the two players, and the hand area is used to display the cards held by the player object on the own side. The cards are used to execute the battle preparation process related to the player object;
[0314] The display module 2801 is further configured to display the first equipment card in the hand area;
[0315] The display module 2801 is further configured to display, in response to a play operation on the first equipment card, a chess piece of the own side in the chessboard area wearing a first virtual equipment, where the first virtual equipment is the virtual equipment corresponding to the first equipment card.
[0316] In an optional design, a virtual character of a chess player is displayed in the game interface, and the virtual character of the chess player is used to represent the virtual character that controls the chess pieces of the player's side; the display module 2801 is used to display a first effect card in the hand area in response to the level increase of the virtual character of the chess player, and the first effect card is an effect card for obtaining an equipment card; in response to the card-playing operation of the first effect card, the first equipment card obtained through the first effect card is displayed in the hand area.
[0317] In an optional design, the display module 2801 is used to display a first group of candidate equipment cards in response to a card-playing operation on the first effect card, where the first group of candidate equipment cards includes multiple candidate equipment cards; and in response to a first selection operation, display the selected candidate equipment card in the first group of candidate equipment cards in the hand area as the first equipment card.
[0318] In an optional design, the first group of candidate equipment cards includes equipment cards corresponding to basic-level virtual equipment.
[0319] In an optional design, an upgrade button for the virtual character of the chess player is displayed in the game interface, and an element for prompting the current level of the virtual character of the chess player is displayed in the upgrade button; the display module 2801 is used to display a growth line panel in the game interface in response to a display operation triggered by the upgrade button, and an upgrade control is displayed in the growth line panel; in response to the upgrade operation triggered by the upgrade control, the level increase of the virtual character of the chess player is displayed.
[0320] In an optional design, the display module 2801 is used to respond to the upgrade operation, and when the energy value of the chess player virtual character meets the upgrade energy value, display the level upgrade of the chess player virtual character; wherein the energy value of the chess player virtual character is related to the number of rounds that have been played in the current game.
[0321] In an optional design, a virtual character of a chess player is displayed in the game interface, and the virtual character of the chess player is used to represent the virtual character that controls the chess pieces of the player's own side; the display module 2801 is used to display the equipment purchase option corresponding to the current level of the virtual character of the chess player when there is an equipment purchase option corresponding to the current level of the virtual character of the chess player; and display the second equipment card purchased through the equipment purchase option in the hand area.
[0322] In an optional design, the display module 2801 is used to display a second group of candidate equipment cards in response to an equipment purchase operation triggered by the equipment purchase option, where the second group of candidate equipment cards includes multiple candidate equipment cards; and in response to a second selection operation, display the selected candidate equipment card in the second group of candidate equipment cards in the hand area as the second equipment card.
[0323] In an optional design, the second group of candidate equipment cards includes equipment cards corresponding to basic-level virtual equipment; or, the second group of candidate equipment cards includes equipment cards corresponding to advanced-level virtual equipment; wherein the level corresponding to the first equipment purchase option is lower than that of the second equipment purchase option, the first equipment purchase option is used to purchase the basic-level virtual equipment, and the second equipment purchase option is used to purchase the advanced-level virtual equipment.
[0324] In an optional design, the display module 2801 is used to display a growth line panel in the game interface, wherein the growth line panel displays the growth line of the virtual character of the chess player, and the growth line displays level nodes corresponding to different levels, and the display style of the level nodes changes with the current level of the virtual character of the chess player; when the current level of the virtual character of the chess player corresponds to the equipment purchase option, the equipment purchase option in the unlocked state corresponding to the current level is displayed around the level node corresponding to the current level.
[0325] In an optional design, the display module 2801 is used to display the locked equipment purchase option corresponding to the level to be upgraded around the level node corresponding to the level to be upgraded, when the level to be upgraded corresponds to the equipment purchase option; wherein, the level to be upgraded is higher than the current level.
[0326] In an optional design, the display module 2801 is used to display a quantity control around the unlocked equipment purchase option, and the quantity control is used to indicate the number of times the second equipment card can be purchased through the equipment purchase option.
[0327] It should be noted that the virtual equipment wearing device provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual equipment wearing device provided in the above embodiment and the virtual equipment wearing method embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0328] An embodiment of the present application also provides a computer device, which includes: a processor and a memory, wherein the memory stores at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor to implement the virtual equipment wearing method provided by the above-mentioned method embodiments.
[0329] For example, Figure 29 It is a schematic diagram of the structure of a terminal provided by an exemplary embodiment of the present application.
[0330] Typically, the terminal 2900 includes a processor 2901 and a memory 2902 .
[0331] The processor 2901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2901 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 2901 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2901 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2901 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0332] Memory 2902 may include one or more computer-readable storage media, which may be non-transitory. Memory 2902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 2902 is used to store at least one instruction, which is executed by processor 2901 to implement the method for wearing virtual equipment provided in the method embodiment of the present application.
[0333] In some embodiments, terminal 2900 may optionally include a peripheral device interface 2903 and at least one peripheral device. The processor 2901, memory 2902, and peripheral device interface 2903 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 2903 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 2904, a display screen 2905, a camera assembly 2906, an audio circuit 2907, and a power supply 2908.
[0334] The peripheral device interface 2903 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 2901 and the memory 2902. In some embodiments, the processor 2901, the memory 2902, and the peripheral device interface 2903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2901, the memory 2902, and the peripheral device interface 2903 can be implemented on separate chips or circuit boards, which is not limited in this embodiment of the present application.
[0335] The RF circuit 2904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 2904 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 2904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 2904 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, an identity module card, and the like. The RF circuit 2904 can communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 2904 may also include circuitry related to Near Field Communication (NFC), although this application does not limit this.
[0336] The display screen 2905 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 2905 is a touch screen display, the display screen 2905 also has the ability to collect touch signals on the surface or above the surface of the display screen 2905. The touch signal can be input as a control signal to the processor 2901 for processing. In this case, the display screen 2905 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 2905, which is set on the front panel of the terminal 2900; in other embodiments, there can be at least two display screens 2905, which are respectively set on different surfaces of the terminal 2900 or in a folding design; in still other embodiments, the display screen 2905 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal 2900. Even more, the display screen 2905 can be set into a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 2905 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0337] The camera assembly 2906 is used to capture images or videos. Optionally, the camera assembly 2906 includes a front camera and a rear camera. Typically, the front camera is set on the front panel of the terminal 2900, and the rear camera is set on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 2906 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0338] The audio circuit 2907 may include a microphone and a speaker. The microphone is used to collect sound waves from the object and the environment, and convert the sound waves into electrical signals that are input into the processor 2901 for processing, or input into the radio frequency circuit 2904 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there can be multiple microphones, each located in different parts of the terminal 2900. The microphone can also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signal from the processor 2901 or the radio frequency circuit 2904 into sound waves. The speaker can be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 2907 may also include a headphone jack.
[0339] Power supply 2908 is used to power various components in terminal 2900. Power supply 2908 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 2908 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.
[0340] In some embodiments, the terminal 2900 further includes one or more sensors 2909 , including but not limited to: an acceleration sensor 2910 , a gyroscope sensor 2911 , a pressure sensor 2912 , an optical sensor 2913 , and a proximity sensor 2914 .
[0341] The accelerometer 2910 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal 2900. For example, the accelerometer 2910 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 2901 can control the touch screen display 2905 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 2910. The accelerometer 2910 can also be used to collect motion data of games or objects.
[0342] The gyroscope sensor 2911 can detect the orientation and rotation angle of the terminal 2900. It can also work with the accelerometer 2910 to collect 3D motions of an object relative to the terminal 2900. Based on the data collected by the gyroscope sensor 2911, the processor 2901 can implement the following functions: motion sensing (e.g., changing the UI based on the tilt of an object), image stabilization during shooting, game control, and inertial navigation.
[0343] The pressure sensor 2912 can be provided on the side frame of the terminal 2900 and / or below the touch screen display 2905. When the pressure sensor 2912 is provided on the side frame of the terminal 2900, it can detect the object's gripping signal on the terminal 2900. The processor 2901 then performs left-hand or right-hand recognition or shortcut operations based on the gripping signal collected by the pressure sensor 2912. When the pressure sensor 2912 is provided below the touch screen display 2905, the processor 2901 controls the operable controls on the UI interface based on the object's pressure operation on the touch screen display 2905. Operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0344] Optical sensor 2913 is used to detect ambient light intensity. In one embodiment, processor 2901 can control the display brightness of touchscreen display 2905 based on the ambient light intensity detected by optical sensor 2913. Specifically, when the ambient light intensity is high, the display brightness of touchscreen display 2905 is increased; when the ambient light intensity is low, the display brightness of touchscreen display 2905 is decreased. In another embodiment, processor 2901 can also dynamically adjust the shooting parameters of camera assembly 2906 based on the ambient light intensity detected by optical sensor 2913.
[0345] Proximity sensor 2914, also known as a distance sensor, is typically located on the front panel of terminal 2900. Proximity sensor 2914 is used to detect the distance between an object and the front of terminal 2900. In one embodiment, when proximity sensor 2914 detects that the distance between the object and the front of terminal 2900 is gradually decreasing, processor 2901 controls touchscreen display 2905 to switch from a screen-on state to a screen-off state. When proximity sensor 2914 detects that the distance between the object and the front of terminal 2900 is gradually increasing, processor 2901 controls touchscreen display 2905 to switch from a screen-off state to a screen-on state.
[0346] Those skilled in the art will understand that Figure 29 The structure shown in the figure does not constitute a limitation on the terminal 2900, and the terminal 2900 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0347] A computer-readable storage medium is also provided in an embodiment of the present application, which stores at least one instruction, at least one program, code set or instruction set. When the at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor of a computer device, the method for wearing virtual equipment provided by the above-mentioned method embodiments is implemented.
[0348] The present application also provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the methods for donning virtual equipment provided in the above-described method embodiments.
[0349] Those skilled in the art will understand that all or part of the steps of implementing the above embodiments may be accomplished by hardware, or may be accomplished by a program instructing the relevant hardware, and the program may be stored in a computer-readable storage medium, and the above-mentioned readable storage medium may be a read-only memory, a disk or an optical disk, etc.
[0350] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent switches, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for wearing virtual equipment, characterized in that: The method comprises: Displaying a game interface for a turn-based chess game, the game interface comprising a chessboard area and a hand area. The chessboard area is used to accommodate chess pieces of both sides, and the hand area is used to display cards held by the player object on the own side, and the cards are used to execute the battle preparation process related to the player object on the own side; Displaying a first equipment card in the hand area; In response to the play operation of the first equipment card, it is displayed that the chess piece in the chessboard area wears the first virtual equipment, which is the virtual equipment corresponding to the first equipment card.
2. The method according to claim 1, characterized in that A virtual character of a chess player is displayed in the game interface, and the virtual character of the chess player is used to represent a virtual character controlling the chess pieces of the own side; Displaying the first equipment card in the hand area includes: In response to the level of the chess player virtual character being upgraded, displaying in the hand area that a first effect card is obtained, wherein the first effect card is an effect card for obtaining an equipment card; In response to a play operation on the first effect card, a first equipment card obtained by the first effect card is displayed in the hand area.
3. The method according to claim 2, characterized in that In response to the play operation of the first effect card, displaying the first equipment card obtained by the first effect card in the hand area includes: In response to a play operation on the first effect card, displaying a first group of candidate equipment cards, the first group of candidate equipment cards including a plurality of candidate equipment cards; In response to a first selection operation, the selected candidate equipment card from the first group of candidate equipment cards is displayed in the hand area as the first equipment card.
4. The method according to claim 3, characterized in that The first group of candidate equipment cards includes equipment cards corresponding to basic-level virtual equipment.
5. The method according to any one of claims 2 to 4, characterized in that: An upgrade button for the virtual character of the chess player is displayed in the game interface, and an element for prompting the current level of the virtual character of the chess player is displayed in the upgrade button; The method further comprises: In response to a display operation triggered by the upgrade button, a growth line panel is displayed in the game interface, wherein an upgrade control is displayed in the growth line panel; In response to the upgrade operation triggered by the upgrade control, the level upgrade of the chess player virtual character is displayed.
6. The method according to claim 5, characterized in that The step of displaying the level upgrade of the chess player virtual character in response to the upgrade operation triggered by the upgrade control includes: In response to the upgrade operation, and if the energy value of the chess player virtual character meets the upgrade energy value, displaying the upgrade of the level of the chess player virtual character; The energy value of the chess player's virtual character is related to the number of rounds in the current game.
7. The method according to any one of claims 1 to 4, characterized in that: The game interface displays a virtual character of a chess player, and the virtual character of the chess player is used to represent a virtual character controlling the chess pieces of the player's side; the method further includes: If there is an equipment purchase option corresponding to the current level of the chess player virtual character, display the equipment purchase option corresponding to the current level; A second equipment card purchased through the equipment purchase option is displayed in the hand area.
8. The method according to claim 7, characterized in that The displaying, in the hand area, the second equipment card purchased through the equipment purchase option comprises: In response to an equipment purchase operation triggered by the equipment purchase option, displaying a second group of candidate equipment cards, wherein the second group of candidate equipment cards includes a plurality of candidate equipment cards; In response to a second selection operation, the selected candidate equipment card from the second group of candidate equipment cards is displayed in the hand area as the second equipment card.
9. The method according to claim 8, characterized in that The second group of candidate equipment cards includes equipment cards corresponding to basic-level virtual equipment; or, the second group of candidate equipment cards includes equipment cards corresponding to advanced-level virtual equipment; Among them, the level corresponding to the first equipment purchase option is lower than that of the second equipment purchase option. The first equipment purchase option is used to purchase the basic level virtual equipment, and the second equipment purchase option is used to purchase the advanced level virtual equipment.
10. The method according to claim 7, characterized in that The method further comprises: Displaying a growth line panel in the game interface, wherein the growth line panel displays the growth line of the virtual character of the chess player, wherein level nodes corresponding to different levels are displayed in the growth line, and the display style of the level nodes changes with the current level of the virtual character of the chess player; When there is an equipment purchase option corresponding to the current level of the chess player virtual character, displaying the equipment purchase option corresponding to the current level includes: In the case where the current level of the chess player virtual character corresponds to the equipment purchase option, the equipment purchase option in the unlocked state corresponding to the current level is displayed around the level node corresponding to the current level.
11. The method according to claim 10, characterized in that The method further comprises: In the case where the level to be upgraded corresponds to the equipment purchase option, displaying the locked equipment purchase option corresponding to the level to be upgraded around the level node corresponding to the level to be upgraded; The level to be upgraded is higher than the current level.
12. The method according to claim 10, characterized in that The method further comprises: A quantity control is displayed around the unlocked equipment purchase option, and the quantity control is used to indicate the number of times the second equipment card can be purchased through the equipment purchase option.
13. A device for wearing virtual equipment, characterized in that: The device comprises: A display module, configured to display a game interface of a turn-based chess game, the game interface comprising a chessboard area and a hand area, the chessboard area being configured to accommodate chess pieces of both sides, the hand area being configured to display cards held by a player object on the own side, and the cards being used to execute a battle preparation process related to the own side; The display module is further configured to display the first equipment card in the hand card area; The display module is further configured to display, in response to a play operation on the first equipment card, a chess piece of the player's side in the chessboard area wearing first virtual equipment, where the first virtual equipment is the virtual equipment corresponding to the first equipment card.
14. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the method for wearing virtual equipment as described in any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that The readable storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the method for wearing virtual equipment according to any one of claims 1 to 12.
16. A computer program product, characterized in that The computer program product includes computer instructions, which are stored in a computer-readable storage medium. The processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for wearing virtual equipment as described in any one of claims 1 to 12.