Game interface display method and device, computing equipment and storage medium
By using cards to express preparation resources in auto-chess games, the problem of insufficient information in the three-dimensional character model is solved, and the information display and human-computer interaction efficiency are improved.
Patent Information
- Application Number
- CN202410178305.5
- 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 the prior art, only three-dimensional character models are displayed in the preparation area of the auto-chess game, with a small amount of information. Players need to remember the information by themselves, increase the difficulty of the game, and reduce the efficiency of human-computer interaction.
The preparation resources are expressed uniformly in the form of a card, and the cards carry information such as tags, values, attributes, etc., and the preparation operations are realized through card operations, simplifying the process of obtaining and upgrading shops, chess pieces, etc.
It improves the information display dimension, reduces the cost of players' learning and understanding, and improves human-computer interaction efficiency, which is especially suitable for small-screen terminals.
Smart Images

Figure CN120437585A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of human-computer interaction, and in particular to a method, device, computing device, and storage medium for displaying a game interface. Background Art
[0002] Auto Chess is a chess-based battle game. The game interface includes a preparation area and a battle area. The chess pieces displayed in the preparation area are placed in the battle area to play the game.
[0003] In the related art, chess pieces purchased in the store acquisition interface are displayed in the form of three-dimensional character models in the preparation area, and the three-dimensional character models placed in the preparation area are subsequently dragged to the battle area.
[0004] However, only a three-dimensional character model is displayed in the preparation area, and the three-dimensional character model contains very little information. Players need to memorize the various information contained in the three-dimensional character model by themselves. It cannot provide players with more comprehensive and effective information, but instead increases the difficulty of the game for users and reduces the efficiency of human-computer interaction to a certain extent. Summary of the Invention
[0005] In order to solve the problems of the prior art, the embodiments of the present application provide a method, apparatus, computing device, and storage medium for displaying a game interface, which, to a certain extent, improves the information display dimension of preparation resources. The technical solution is as follows:
[0006] In one aspect, a method for displaying a game interface is provided, the method comprising:
[0007] Displaying a game interface of a turn-based chess game, the game interface including a chessboard area for the player and a hand area, wherein the chessboard area for the player is used to accommodate chess pieces of the player;
[0008] Displaying at least one battle preparation resource carried by at least one card in the hand area, wherein the at least one card corresponds to the at least one battle preparation resource in a one-to-one manner, and the at least one battle preparation resource is a resource owned and unused by the current player for participating in the game;
[0009] In response to a first card in the hand area receiving a play operation, a game gain of a first preparation resource carried by the first card is generated.
[0010] In another aspect, a display device for a game interface is provided, the device comprising:
[0011] A display module is used to display a game interface of a turn-based chess game, wherein the game interface includes a chessboard area and a hand area, wherein the chessboard area is used to accommodate chess resources of the team participating in the game;
[0012] The display module is further configured to display at least one battle preparation resource carried by at least one card in the hand area, wherein the at least one card corresponds to the at least one battle preparation resource in a one-to-one manner, and the at least one battle preparation resource is a resource owned and unused by the current player for participating in the game;
[0013] The execution module is configured to generate a game gain of a first battle preparation resource carried by the first card in response to a current card in the hand area receiving a play operation.
[0014] On the other hand, a computer device is provided, which 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 above-mentioned game interface display method.
[0015] On the other hand, 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 above-mentioned game interface display method.
[0016] On the other hand, a computer program product is provided, which stores a computer program, and the computer program is loaded and executed by a processor to implement the above-mentioned game interface display method.
[0017] The beneficial effects of the technical solution provided by the embodiments of the present application are:
[0018] This application uses cards to uniformly express the preparation resources in the game. The card surface can carry more "labels", "values", "attributes", "entry effects" and other information, providing a carrier for more information. Compared with the related technology that uses role models to represent chess piece resources, cards are more convenient for carrying some text descriptions, card attribute information, and the transmission of some key values.
[0019] Therefore, this application provides a reasonable carrier for preparation resources in turn-based chess games, laying the foundation for other subsequent card designs. In addition, the cards give unified and clear usage rules for preparation resources, making it easier for players to read card effects and reducing the learning and understanding costs for players to a certain extent. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] 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.
[0021] Figure 1 This is a structural block diagram of a computer system provided by one embodiment of the present application;
[0022] 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;
[0023] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided by an embodiment of the present application;
[0024] Figure 4 This is a card diagram of a chess piece card provided by one embodiment of the present application;
[0025] Figure 5 This is a card diagram of an effect card provided by one embodiment of the present application;
[0026] Figure 6 This is a card diagram of an equipment card provided by an embodiment of the present application;
[0027] Figure 7 This is a card diagram of a chess player card provided by one embodiment of the present application;
[0028] 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;
[0029] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application;
[0030] Figure 10 This is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;
[0031] 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;
[0032] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0033] Figure 13 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0034] Figure 14 This is a schematic diagram of a game interface during the battle phase provided by an embodiment of the present application;
[0035] Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application;
[0036] Figure 16 This is a flowchart of a method for displaying a game interface provided by one embodiment of the present application;
[0037] Figure 17 This is a flowchart of another method for displaying a game interface provided by one embodiment of the present application;
[0038] Figure 18 This is a schematic diagram showing the display of the hand area provided by one embodiment of the present application;
[0039] Figure 19 This is a flowchart of another method for displaying a game interface provided by one embodiment of the present application;
[0040] Figure 20 This is a flowchart of another method for displaying a game interface provided by one embodiment of the present application;
[0041] Figure 21 This is a flow chart of another game interface display device provided by one embodiment of the present application;
[0042] Figure 22 This is a structural block diagram of a computing-level device provided by one embodiment of the present application;
[0043] Figure 23 This is a structural block diagram of a server provided by an embodiment of the present application. DETAILED DESCRIPTION
[0044] 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.
[0045] First, the nouns involved in the embodiments of this application are introduced:
[0046] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged layout. 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 usually adopts a turn-based system. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is deemed the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optional, turn-based chess games include Auto Chess.
[0047] 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).
[0048] 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.
[0049] 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.
[0050] 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.
[0051] Cards: A common term for a game genre, originating from tabletop games. Unlike chess, where players manipulate chess pieces directly, cards represent game content on cards. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting hero resources into card resources, making it easier for players to understand and categorize card effects, and to carry more diverse information.
[0052] Energy: A game resource. In this application, energy is defined as the resource used by players to play cards. When a card is played, the energy corresponding to the value marked on the card is consumed.
[0053] Equipment: In Auto Chess games, each chess piece can typically wear three pieces of equipment (or other equipment). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and receive equipment dropped by them, which they then pick up and add to their backpacks. Equipment can also be combined individually to create higher-quality equipment.
[0054] 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.
[0055] Figure 1 The following 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 .
[0056] 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 runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. This client may be a client for an Auto Chess game. First terminal 110 is used by a first user 112. During the preparation phase of a game, first user 112 uses first terminal 110 to place chess pieces in the battle area of the chessboard. During the battle phase, first terminal 110 or server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.
[0057] 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 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 battle area of the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.
[0058] Optionally, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user and the second user are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located on different chessboards, i.e., the first user and the second user 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 jointly participated in by six user accounts, and the six user accounts are matched up in pairs in each round, and the two matched user accounts play against each other on the same chessboard during the round.
[0059] 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 (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.
[0060] 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.
[0061] Figure 1 Only 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.
[0062] 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.
[0063] 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.
[0064] In an illustrative example, the 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. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store user account data used by the first terminal 110, the 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 the user accounts are located. The battle service module 124 is configured to provide multiple battle rooms for users to engage in battles. The user-facing I / O interface 125 is configured to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network.
[0065] The embodiment of the present application provides a turn-based chess game (auto chess) based on card operations. The 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 all 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.
[0066] 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.
[0067] The method includes:
[0068] 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;
[0069] 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.
[0070] Combined with reference Figure 3 The game interface includes a chessboard area 10 and a hand area 11.
[0071] 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.
[0072] 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.
[0073] 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.
[0074] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.
[0075] 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;
[0076] 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.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] 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.
[0081] 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.
[0082] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.
[0083] 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.
[0084] 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.
[0085] 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.
[0086] 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.
[0087] Classification of card types:
[0088] In some embodiments, the card type includes at least one of: chess piece cards, effect cards, and equipment cards.
[0089] Chess Cards:
[0090] Pawn cards are used to summon your own pieces on the board or upgrade 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 amount of energy consumed when the card is played 23, the chess piece type or faction to which the chess piece belongs 24, the level of the chess piece after the card is played 25, and a description of the additional effects of the chess piece 26.
[0091] 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.
[0092] 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.
[0093] Energy 23 refers to the amount of energy required to play this chess card. This energy amount is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy to play. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively, to play.
[0094] 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.
[0095] 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.
[0096] 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.
[0097] Effect cards:
[0098] Effect cards are used to apply effects to at least one game factor within the game. The at least one game factor includes chess pieces, players, skills, equipment, amplification effects, levels, combat processes, 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, the amount of energy consumed when the card is played 33, and an effect description 34 of the effect card.
[0099] 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.
[0100] Energy 33 refers to the amount of energy required to play this effect card. This energy amount is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy to play. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively, to play.
[0101] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effects of the effect card include but are not limited to at least one of the following:
[0102] 1. Increase the probability and / or quantity of chess cards obtained by your players;
[0103] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;
[0104] 3. Reduce the energy consumed by your players when acquiring chess cards;
[0105] 4. Increase the number of chess cards that your players can exchange for;
[0106] 5. Reduce the energy consumed by your players when exchanging chess cards;
[0107] 6. Improve the level of at least one chess piece on the field;
[0108] 7. Add equipment to at least one chess piece on the field;
[0109] 8. Upgrade the equipment level of at least one chess piece on the field;
[0110] 9. Reduce energy consumption when playing / changing cards;
[0111] 10. Increase the probability of obtaining certain cards;
[0112] 11. Increase the number of cards that can be obtained;
[0113] 12. Increase the chance of card exchange;
[0114] 13. Increase the number of players participating in the game, and the newly added players are operated by artificial intelligence, and so on, I will not go into details one by one.
[0115] 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 the card deck to 5; 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 amount of energy consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.
[0116] In some embodiments, effect cards can be categorized as at least one of: player cards, universal effect cards, piece-type effect cards, and faction effect cards. Universal effect cards are effect cards whose attributes are unrelated to piece type / faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and scope 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. Player cards are acquired through the player skills of a player's avatar. Player cards can be acquired through a player's avatar's passive skills, cards that can only be acquired by a specific player avatar, cards that can only be used by a specific player avatar, cards that are exclusive to a specific player avatar, and so on. This embodiment of the present application is not limiting.
[0117] 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.
[0118] Equipment cards:
[0119] Equipment cards are used to equip at least one of your own chess pieces. Figure 6 A 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, the amount of energy consumed when the card is played 43, and an equipment description 44 of the equipment card.
[0120] The equipment icon 41 may be an icon used to represent an image of equipment or an effect of equipment. 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.
[0121] Energy 43 refers to the amount of energy required to play this equipment card. This energy amount 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, respectively. The energy costs of different cards may also be adjusted periodically based on game balance.
[0122] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.
[0123] 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, the amount of energy consumed when the card is played 53, and a description of the equipment 54 of the chess player card.
[0124] 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.
[0125] Energy 53 refers to the amount of energy consumed by the player when playing a card. This energy amount is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume different 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 regularly or irregularly based on game balance.
[0126] The effect description 54 of the player card is used to describe the effects that the player card can add 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 scope of the chess piece card, equipment card, and effect card. In 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, affect the acquisition process of cards, and other forms of effects. 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.
[0127] Based on the introduction of the above four types of cards:
[0128] 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.
[0129] 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.
[0130] 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.
[0131] How to obtain cards:
[0132] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:
[0133] 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.
[0134] 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.
[0135] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.
[0136] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.
[0137] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.
[0138] 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.
[0139] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.
[0140] Obtaining condition 8: Purchase card operation.
[0141] 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.
[0142] 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.
[0143] 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:
[0144] Player selection phase:
[0145] 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;
[0146] 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.
[0147] 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.
[0148] 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.
[0149] 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.
[0150] 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.
[0151] 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.
[0152] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.
[0153] Preparation phase for each round:
[0154] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area;
[0155] 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.
[0156] 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.
[0157] Optionally, an energy control 16 is displayed in the upper right corner of the game interface. This control displays the amount of energy possessed by 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.
[0158] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own chess piece;
[0159] 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:
[0160] 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;
[0161] 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;
[0162] 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;
[0163] 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.
[0164] Since the battle situation in each round of turn-based battle is different, the cards of each player object are different, and the playing habits of each player object are different, 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.
[0165] Regarding step 362 (chess card):
[0166] 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.
[0167] 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.
[0168] 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.
[0169] 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.
[0170] 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.
[0171] 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.
[0172] 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.
[0173] 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.
[0174] Regarding step 364 (equipment cards):
[0175] 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.
[0176] In response to a dragging operation of dragging the second indicator element to the second own chess piece, equipping the second own chess piece with virtual equipment;
[0177] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.
[0178] Regarding step 366 (effect cards):
[0179] 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.
[0180] According to the objects of action, effect cards are divided into two categories:
[0181] Type 1: Increases the effect on the own chess pieces within the chessboard area;
[0182] Type 2: Adds effects to the card acquisition process.
[0183] 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.
[0184] 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.
[0185] Regarding step 368 (player card):
[0186] In response to the play operation on the player's card, at least one of the following preparation operations is performed:
[0187] 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.
[0188] 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.
[0189] 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.
[0190] Card swap function:
[0191] 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.
[0192] Delete card function:
[0193] 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.
[0194] Player level upgrade function:
[0195] 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.
[0196] 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.
[0197] The battle phase of each round:
[0198] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;
[0199] 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.
[0200] 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.
[0201] Battle settlement phase:
[0202] 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.
[0203] 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.
[0204] When the health value is deducted to zero, the player is eliminated from the game.
[0205] 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.
[0206] 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.
[0207] 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.
[0208] 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.
[0209] 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.
[0210] 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.
[0211] 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.
[0212] Combined with reference Figure 16 , Figure 16 A method for displaying a game interface provided by an embodiment of the present application is shown, and the method is executed by a terminal. The method includes steps 410 to 430.
[0213] Step 410: Display the game interface of the turn-based chess game.
[0214] The game interface includes a board area and a hand area. The board area is used to hold the chess pieces used by the player. The hand area is used to display the battle resources carried by the cards. These battle resources include any of chess pieces, equipment, and effect resources. Effect resources include at least one of general effect cards, player cards, and faction effect cards.
[0215] It should be noted that in the embodiments of the present application, at least one card displayed in the hand area does not consume any virtual resources when acquired, but playing a card does consume virtual resources. These virtual resources are actually equivalent to the energy consumed by playing the card. For example, during a game, a player object automatically acquires card 1. Playing card 1 causes the chess piece resource corresponding to card 1 to be accommodated in the player's chessboard area. When card 1 is played, the energy corresponding to card 1 is 3, which can be understood as either virtual gold coins or virtual energy points.
[0216] Optionally, this step is the same as the process of step 220 above and will not be repeated here.
[0217] Step 420: Display at least one battle resource carried by at least one card in the hand area.
[0218] As mentioned above, the hand area displays at least one card, and the card carries battle preparation resources, that is, at least one card corresponds to at least one battle preparation resource.
[0219] The preparation resources are the resources that the current object owns but has not used for participating in the internal confrontation.
[0220] Optionally, at least one card is displayed in the hand area. For each of the at least one card, the card carries a battle resource represented by at least one of a resource name, a resource image, and a resource description. The description of the resource name, resource image, and resource description can be described in step 260 above and will not be repeated here.
[0221] The specific resource content of a preparation resource can be directly indicated through at least one of a resource name, resource image, and resource description. For example, if a card contains the chess piece name "swk," the player knows from this name that the card is a chess resource that can be put on the field. Or, if a card contains an equipment image for the "Force of the Wind," the player knows from this equipment image that the card can be equipped to a chess resource already on the field, thus equipping the chess resource with "Force of the Wind." In other words, the actual purpose of a card can be understood through at least one of the resource name, resource image, and resource description.
[0222] War preparation resources are represented in the form of text or images. Compared with three-dimensional models, text and images can contain more information than three-dimensional models, which improves the utilization efficiency of the display area where the cards are located to a certain extent.
[0223] In combination with the contents of the above steps 260 and 368, the at least one card includes at least one of a chess piece card, an equipment card, and an effect card.
[0224] When the preparation resource is a chess piece card, the chess piece card carries the chess piece resource. The above resource name includes the character name corresponding to the chess piece resource, the resource image includes the character portrait corresponding to the chess piece resource, the resource usage energy, and the resource description text includes the description text of the character skills corresponding to the chess piece resource.
[0225] When the battle preparation resource is an equipment card, the equipment card carries the equipment resource, the resource name includes the equipment name corresponding to the equipment resource, the resource image includes the equipment image corresponding to the equipment resource, and the resource description includes the attribute description of the equipment resource;
[0226] When the preparation resource is an effect card, the effect card carries an effect resource, the resource name includes the effect name corresponding to the effect resource, the resource image includes the effect image corresponding to the effect resource, and the resource description text includes the description text of the gain effect of the effect resource.
[0227] Displaying more detailed information about preparation resources on the card surface allows players to obtain more complete information, which improves the efficiency of obtaining preparation resource information to a certain extent.
[0228] Step 430: In response to the first card in the hand area receiving a play operation, a game gain of the first preparation resource carried by the first card is generated.
[0229] Optionally, when the first card is a chess piece card, in response to receiving a play operation on the first card, the chess piece carried by the chess piece card is placed in the own chessboard area. If the chess piece card also carries a corresponding additional effect resource, the additional effect resource is executed. For example, if the current card is a chess piece resource, the additional effect resource corresponding to the chess piece recorded in the card is "Randomly copy a chess piece that has already been played in the own chessboard area." In this way, when the card is played, two new chess pieces will be added to the own chessboard area. Optionally, the play operation can be at least one of a drag operation, a click operation, a double-click operation, an automatic operation, and a hover operation. The following describes the content of implementing the play operation as a drag operation.
[0230] In an embodiment of the present application, in response to the first card receiving a drag operation to the own chessboard area, a chess piece model corresponding to the first card is placed on the own chessboard area, and the chess piece model is a three-dimensional virtual model.
[0231] The first method is to gradually blur the first card during the dragging process and gradually make the first chess piece model corresponding to the first card clearer; after the dragging is completed, the first chess piece model is displayed on the chessboard area of the own side.
[0232] The second method involves converting the character portrait corresponding to the first card into a three-dimensional model during the dragging process, resulting in a first chess piece model corresponding to the first card. After the dragging process ends, the first chess piece model is displayed on the player's board area. This shows the process of the character portrait on the first card evolving into a three-dimensional chess piece model.
[0233] The third type is that the first card is bound to a first chess piece model; during the dragging process, an animation of the first chess piece model moving to the own chessboard area along a first preset movement trajectory is displayed. The starting point of the first preset movement trajectory is the designated area of the first card, and the end point is the position on the own chessboard area. The position on the own chessboard area can be determined based on the end point of the dragging trajectory corresponding to the dragging operation.
[0234] When the current object begins to perform a drag operation, the first card is replaced with a first chess piece model. The starting position of the first chess piece model can be any position in the display area of the first card within the hand area; that is, the starting position of the first chess piece model can be any position in the first card display area. The end position of the first chess piece model is any position on the local chessboard area. This position can be the chess square selected by the current object in the local chessboard area, or it can be a chess square automatically selected from the local chessboard area by the game system based on the faction and chess piece type of the chess piece corresponding to the first card. For example, the chess piece "Anonymous" is in the faction "Three-Part Land". "Three-Part Land" divides the local chessboard area into three areas. The chess pieces in this faction have different corresponding game attributes when they are located in different areas of "Three-Part Land". The chess piece model corresponding to the chess piece "Anonymous" is automatically placed in any area of "Three-Part Land".
[0235] The fourth type displays an animation of the first card moving along a second preset trajectory to the own chessboard area during the dragging process. After the dragging process ends, a particle accumulation effect corresponding to the first chess piece model is displayed in the own chessboard area, generating the first chess piece model. This particle accumulation effect includes a dynamic effect where a large number of model particles accumulate to form the first chess piece model. Model particles are the particles that make up the first chess piece model.
[0236] The fifth type is that during the dragging process, an animation of the first card moving to the own chessboard area according to the third preset moving trajectory is displayed, and the first card is displayed in the own chessboard area; after the dragging is completed, a rotation animation of the first card is displayed, and in response to the completion of the rotation animation, the first chess piece model is displayed in the own chessboard area.
[0237] The first preset movement trajectory, the second preset movement trajectory, and the third preset movement trajectory may be the same trajectory or different trajectories, which is not limited in this application.
[0238] Optionally, when the first card is an equipment card, in response to receiving a play operation on the first card, the equipment corresponding to the first card is equipped to the first chess piece model, and the game attributes of the first chess piece model during the game are adjusted. The equipment is used to produce a gain effect or a loss effect on the game attributes of the first chess piece model, and the game attributes include at least one of the health value, attack parameters, and defense parameters of the first chess piece model.
[0239] Optionally, when the first card is an effect card, in response to receiving a play operation on the first card, the effect corresponding to the resource description text recorded on the first card is executed to achieve the purpose of adjusting the game attributes.
[0240] In the embodiment of the present application, all the preparation resources in the game are uniformly expressed in the form of cards. The card surface 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; on the other hand, the virtual resources generated in the turn-based chess game are given unified and clear usage rules, which reduces the learning and understanding costs of players to a certain extent.
[0241] Each type of preparation resource can have a certain effect during the game, with different preparation resources producing different effects and acting on different targets. Based on the specific functions and effects of each type of card described in step 368 above, after using the card, an amount of energy positively correlated with the card's level is consumed, and the corresponding benefit effect is applied to the target targeted by the card; optionally, this effect can be implemented as a benefit, a debuff, or a partial benefit and partial debuff. For example, the effect of an equipping card can increase a chess piece's health, or it can decrease it, also increasing the chess piece's attack power at the cost of reduced health.
[0242] The above steps 410 to 430 introduce the types of cards and the content of dragging the cards to the chessboard area of the own side. The following embodiment further explains the information contained in the card surface. Figure 17 , Figure 17 A method for displaying a game interface provided by an embodiment of the present application is shown, and the method is executed by a terminal. The method includes steps 510 to 530.
[0243] Step 510: Display an energy quantity icon at a first designated position of at least one card.
[0244] Optionally, the energy quantity icon shows the amount of energy required to use the current prepared resources. Figure 4 As shown, the amount of energy required to use the chess piece card is displayed in the upper right corner.
[0245] Step 520: Display a resource type icon at a second designated position of at least one card.
[0246] Optionally, the resource type icon is used to display the type of the current prepared resource. Figure 4 As shown, area 24 displays the type of resource currently in preparation, and an icon for that type is displayed on the card. For example, for equipment resources, the resource type icon displays a "two swords" or "axe" icon. For effect resources, the resource type icon displays a "fireball" or "lightning" icon.
[0247] Optionally, at least one card includes a chess piece card. The resource type icon for a chess piece card is presented as a chess piece category icon. The chess piece category icon is used to display the chess piece category to which the chess piece resource corresponding to the current card belongs. For example, the chess piece category icon may display "Tank, Warrior, Assassin, Mage, Shooter, Support," etc. Another example is that the chess piece category icon indicates the chess piece faction to which the chess piece belongs in the virtual worldview, such as "Great Wall, Three Kingdoms, Xuanyong, Machinery, Yaotian, Chang'an," etc.
[0248] Step 530: Display a chess piece level icon at a third designated position of at least one card.
[0249] Optionally, the Pawn Level icon displays the level / quality of the Pawn Resource associated with the current card. The corresponding Ward Resources for cards of different levels / quality vary in both combat strength and effectiveness. Card level / quality is positively correlated with combat strength and / or effectiveness; higher card levels result in greater bonuses to the corresponding Ward Resources' overall game attributes.
[0250] In an embodiment of the present application, multi-dimensional information is integrated and displayed on the card surface, allowing players to fully obtain all information corresponding to the preparation resources, without having to memorize or otherwise understand the information corresponding to the preparation resources. On the one hand, multiple icons used to identify the game attributes of the preparation resources are displayed on the card. For chess piece resources, based on the game rules of the hand, the card that meets the game requirements is played, and the three-dimensional chess piece model corresponding to the card is displayed in the chessboard area of the player's side, completing the game of Auto Chess, simplifying the game process while improving the efficiency of obtaining all preparation resource information within the game.
[0251] In combination with the contents of steps 410 to 430 and steps 510 to 530, the display styles of different types of cards may be further emphasized. The display styles of cards include but are not limited to at least one of the following.
[0252] First, when a card in the hand area is a chess piece, it displays the chess piece's base color. This base color represents the quality of the piece, and the character images corresponding to different qualities have different base colors. For example, in Auto Chess, there are three qualities of chess pieces: the character images of cards corresponding to quality 1 have a gray base color, those corresponding to quality 2 have a yellow base color, and those corresponding to quality 3 have a red base color.
[0253] The second method is to display a first card frame of the at least one card;
[0254] Among them, the first card frame is used to represent the strength of the gain effect generated by the current preparation resources, or, for a chess piece card in at least one card, the chess piece card is used to carry chess piece resources, and the first card frame is used to represent that the chess piece resource is a core chess piece recommended by the game system.
[0255] The first card frame is implemented in at least one of the following styles.
[0256] The first method is to wrap the card with a specified texture style around the outside to form the first card frame. The specified texture style can be formed by combining any lines, graphics, colors, expressions, etc.
[0257] The second method is to display the core chess piece's card in a shaking manner. During the shaking display process, light spot special effects are added to the outer sides of the core chess piece as the first card frame.
[0258] A third method involves adding a three-dimensional virtual image to a preset position on a core chess piece's card. This three-dimensional virtual image plays a corresponding welcome animation, which can be implemented as at least one of a greeting animation, a heart animation, and a waving animation. This welcome animation can effectively attract players to purchase the card, further increasing the utilization rate of the core chess piece. The three-dimensional virtual image can be the chess player selected by the current player at the beginning of the game, the three-dimensional virtual image of the chess piece corresponding to the core chess piece, or any other virtual image, which is not limited in this application. The preset position is implemented as any position on the top border of the card. Optionally, the three-dimensional virtual image includes different actions, and the game system plays the actions corresponding to the three-dimensional virtual image and prompt text information according to the game situation; in response to the current object obtaining the card corresponding to the core chess piece for the first time, a welcome animation of the three-dimensional virtual action is displayed on the upper border of the card and a first text message is displayed, and the first text message is used to prompt that the chess piece corresponding to the card can be used as the core of the lineup, such as: the first text message is "I am the main output"; in response to the current object owning but not playing the core chess piece, a casual animation of the three-dimensional virtual image is displayed and a second text message is displayed; the casual animation can be a three-dimensional virtual image sitting on the upper border of the card and performing any action, and the second text message is used to reinforce the prompt that the chess piece can be played as a core chess piece, such as: the second text message is "Don't forget me", etc.
[0259] During a game, the game system will determine the core pieces needed or already present based on the current lineup. If a core piece exists in the hand area, a first card outline will be added to the hand area containing the core piece. For example, if the lineup requires a "shooter" piece, a first card outline will be added to the "shooter" piece.
[0260] Schematically, the game system pre-divides the gain effect into two levels of strength, the first level of gain effect is weaker, and the second level of gain effect is stronger, and a first card frame is added to the card with the second level of gain effect.
[0261] The fourth type is to display the second card frame of at least one card, where the second card frame is used to indicate that the current preparation resources are in a usable state, where the energy consumed when used is less than the energy currently owned by the object.
[0262] The fifth type is to display a prompt label on at least one card, which is used to indicate the effective area of the current preparation resources. The effective area includes any one of the own chessboard area, the hand area, and the chess player display area. The effective area is a visual area displayed on the game interface. Optionally, the effective area includes the hand area and the own chessboard area. For cards whose effective area is the hand area, a prompt icon is displayed on the upper edge of the card frame. The pattern of the prompt icon is associated with the hand area. For example, the pattern of the prompt icon is "two cards". For cards whose effective area is the own chessboard area, a prompt icon is displayed on the upper edge of the card frame. The pattern of the prompt icon is associated with the own chessboard area. For example, the pattern of the prompt icon is a "small trapezoid", and the small trapezoid represents the own chessboard area.
[0263] The sixth type is to display a bright special effect on at least one card. The bright special effect is used to indicate that the current preparation resource is in an enhanced use state. The enhanced use state indicates that the use of the current preparation resource will enhance the game gain of the current preparation resource.
[0264] For example, the effect of a card in normal use is "get a card immediately after use", and in enhanced use, the effect of this card will be enhanced and become "enhanced: get two cards immediately after use".
[0265] like Figure 18 As shown, Figure 18 A schematic diagram illustrating the display style of cards is shown. Different symbols are displayed at designated locations on the card border corresponding to the card. These symbols are used to indicate the application area corresponding to the card's effect. For example, the symbol corresponding to framed area 500 indicates that the effect generated by the card is applied to the player's board area. The symbol corresponding to framed area 502 indicates that the effect generated by the card is applied to the hand area. The card corresponding to framed area 503 has no additional special effects and is displayed as a normal card. The card corresponding to framed area 504, in addition to the buff effect that can be applied to the hand area, is in an enhanced use state. The enhanced use state indicates that the first preparation resource is used, which will enhance the game gain of the first preparation resource.
[0266] In order to better distinguish the differences between multiple cards in the hand area, the display styles of the cards are diversified. Based on different display rules (the display rules can be understood as any of the five cases mentioned above), the cards required by the player object are highlighted, further simplifying the user's game process and making it easier for novice players to better integrate into the game.
[0267] Combined with reference Figure 19 , Figure 19 A method for displaying a game interface provided by an embodiment of the present application is shown, and the method is executed by a terminal. The method includes steps 610 to 640.
[0268] Step 610: present the same battle preparation resources among the multiple battle preparation resources in the form of vertically stacked cards.
[0269] Optionally, in response to a card set containing the same card in the hand area, all cards in the card set except the target card are stacked vertically, with the target card as the card cover. This stacking of cards corresponding to the same resource reduces information redundancy, simplifies the game interface, and makes it clearer and neater.
[0270] Step 620: In response to the hand area receiving a batch selection operation for cards, at least two preparation resources from the plurality of preparation resources are selected.
[0271] Exemplarily, for at least one card among multiple cards, in response to receiving a sliding operation on the at least one card, at least one card is selected and batch processed on the at least one card, and the at least one card is a card displayed continuously between the card corresponding to the starting position of the sliding operation and the card corresponding to the end position of the sliding operation.
[0272] Optionally, the display position of the batch-selected cards is different from the display position of other unselected cards, for example, the display position of the selected cards is higher than the display position of other unselected cards; or, the display brightness of the batch-selected cards is higher than the display brightness of other unselected cards; or, a highlight effect is added to the card borders of the selected cards, etc.
[0273] For example, in response to receiving a click operation on each card, each click indicates that the card is selected. The at least one card is batch-selected and then a processing operation is performed, such as selling, exchanging, or placing the card on the field.
[0274] It is well known to those skilled in the art that multiple cards can also be selected in batches based on other operations, which will not be described in this application.
[0275] Since there is an unlimited number of preparation resources in the hand area in this application, when operating and processing cards corresponding to multiple preparation resources, selecting and executing them one by one wastes the player's time and easily leads to a boring and tedious operation process for the user. For example, through a convenient sliding operation, at least one card from multiple cards displayed in the hand area can be batch selected. Based on the batch selection operation, operations such as using, selling, and replacing cards can be performed.
[0276] Step 630: In response to the number of the plurality of preparation resources not exceeding the number of preparation seats, the plurality of preparation resources are presented in a tiled card manner.
[0277] When the number of cards in the hand area is small, multiple cards can be fully displayed in the horizontal or vertical direction of the terminal screen. Multiple resources or cards can be presented in a tiled layout, or alternatively, in a fan-shaped layout. The detailed information of the resources contained in multiple cards is fully displayed, which improves the utilization of the card surface and the efficiency of players in obtaining resources.
[0278] Step 640: In response to the number of the plurality of preparation resources being greater than the number of preparation seats, the plurality of preparation resources are displayed in a staggered stacking and evenly distributed card manner.
[0279] The terminal screen has a display upper limit in both the horizontal and vertical display areas, and the number of preparation seats in the hand area is fixed. The preparation seats are used to display preparation resources. For example, the number of preparation seats is set to 15. When the number of preparation resources in the hand area is less than 15, the cards corresponding to the 15 preparation resources are fully displayed in the hand area. When the number of preparation resources in the hand area is greater than 15, the hand area cannot accommodate more than 15 preparation resources, and the complete card information of multiple preparation resources cannot be fully displayed. The cards corresponding to multiple preparation resources are stacked in an interlaced manner. At this time, at least one preparation resource in the hand area needs to be stacked and displayed. In the process of interlaced stacking, part of the information of one of the two adjacent preparation resources is blocked by the other preparation resource; wherein, in the process of interlaced stacking of cards, multiple preparation resources are displayed in a uniformly distributed manner.
[0280] Optionally, during the interlaced stacking of cards, multiple preparation resources are displayed in a way that they are evenly distributed overall and individually highlighted. Specifically:
[0281] If multiple preparation resources are realized as multiple chess piece resources, the core chess pieces among the multiple chess piece resources will be fully displayed, and the other multiple chess piece resources will be evenly distributed.
[0282] Optionally, multiple preparation resources are stacked in an interleaved manner according to their resource levels. The higher the resource level of a preparation resource, the less content is obscured by other preparation resources during the interleaved stacking process.
[0283] During a game, the number of cards in the hand area increases as the game progresses. Therefore, the player object already has a certain preliminary understanding of the preparation resources corresponding to the cards in the game stage when the cards are smaller. At this time, the accumulated number of cards becomes higher, which does not affect the player object's acquisition of preparation resource information while saving interface display space.
[0284] In the embodiment of the present application, all the preparation resources in the game are uniformly expressed in the form of cards, which improves the range of information dimensions displayed when the virtual resources are presented to the players to a certain extent. The information recorded on the cards also has a high degree of clarity, and the players can intuitively understand the information corresponding to the card; it not only ensures the uniformity of the form, but also ensures the efficiency of information acquisition; in addition, the virtual resources generated in the turn-based chess game are given unified and clear usage rules, which reduces the learning and understanding costs of the players to a certain extent.
[0285] Combined with reference Figure 20 , Figure 20 A method for displaying a game interface provided by an embodiment of the present application is shown, and the method is executed by a terminal. The method includes steps 701 to 719.
[0286] Step 701: Acquire multiple preparation resources.
[0287] Optionally, the multiple battle preparation resources include multiple different types of battle preparation resources, including at least one of chess piece resources, equipment resources, and effect resources.
[0288] For a detailed introduction to the preparation resources, please refer to the classification of card types in step 260 above, which will not be repeated here.
[0289] Step 702: Determine the types of multiple preparation resources.
[0290] Based on the above step 260 , types of the plurality of prepared resources are determined.
[0291] Step 703: Determine that the type of the battle preparation resource is a resource for chess piece equipment.
[0292] Optionally, chess piece equipment is used to equip chess piece resources located in the chessboard area of one's own side. The chess piece resources can improve their own game attributes by applying the chess piece equipment. The game attributes include but are not limited to at least one of the attack power parameters, defense power parameters, and health value attributes.
[0293] Step 704: Display the equipment card in the hand area.
[0294] Optionally, the equipment name, equipment level, equipment effect, etc. corresponding to the equipment are packaged into different icons and displayed on the corresponding card surface of the card.
[0295] Step 705: Determine that the type of the prepared resource is a chess piece resource that can be used in a battle.
[0296] Optionally, chess piece resources are used to place the carried chess pieces in the own chessboard area to complete the automatic game in the battle phase.
[0297] Step 706: Display the chess card in the hand area in the form of a chess piece card.
[0298] The name, camp, level, effect, etc. of the chess piece are packaged into different icons and displayed on the corresponding card surface.
[0299] Step 707: Determine that the prepared resources are effect-type resources.
[0300] Optionally, the introduction of effect resources can be found in the above step 260 and will not be repeated here.
[0301] Step 708: Display the effect card in the hand area.
[0302] Optionally, the effect level, effect name, and effect description are packaged into different logos and displayed on the corresponding card surface.
[0303] Step 709: Determine whether there is a card with the same name among the multiple cards corresponding to the multiple battle preparation resources.
[0304] If yes, execute step 710.
[0305] If not, execute step 711.
[0306] Step 710: Stack cards with the same name in a vertical stack.
[0307] This step is consistent with the content of the above step 610 and will not be described in detail here.
[0308] Step 711: Determine whether to perform a batch operation on multiple cards.
[0309] If a batch operation is performed on multiple cards, step 712 is executed.
[0310] If a batch operation is not performed on multiple cards, step 713 is executed.
[0311] Step 712: Slide the hand area horizontally to perform a batch selection operation.
[0312] This step is consistent with the content of the above step 620 and will not be repeated here.
[0313] Step 713: Determine whether the number of cards in the plurality of cards exceeds the upper limit of the display number in the hand area.
[0314] If it exceeds, execute step 714.
[0315] If not, execute step 715.
[0316] Step 714: stack and evenly display multiple cards.
[0317] This step is consistent with the content of the above step 630 and will not be repeated here.
[0318] Step 715: Drag the card to the battle preparation resource selling area to sell the selected card.
[0319] This step is consistent with the sales process shown in the above step 368 and will not be repeated here.
[0320] Step 716: Drag it to your chess piece model in your chessboard area and use it.
[0321] This step is consistent with the content of dragging the card to the chessboard area in the above step 420, and will not be repeated here.
[0322] Step 717, drag out the hand area to use directly.
[0323] Optionally, the hand card is implemented as an effect-type hand card. During the process of dragging and using, the effect corresponding to the hand card is directly executed after the corresponding amount of energy is deducted.
[0324] Step 718: Determine the application object of the effect corresponding to the card.
[0325] Optionally, as can be seen from the above content, the hand cards can be applied to the hand card area, the own chessboard area, or the chess player. The effects produced will be different for different application objects.
[0326] When the application object is the hand area, the number of cards in the hand area can be increased, the energy value required to consume cards can be reduced, and so on.
[0327] Step 719: In response to the effect corresponding to the card taking effect on the chess pieces in the own chess and card area, the effect is applied.
[0328] In the embodiment of the present application, all the preparation resources in the game are uniformly expressed in the form of cards, which improves the range of information dimensions displayed when the virtual resources are presented to the players to a certain extent. The information recorded on the cards also has a high degree of clarity, and the players can intuitively understand the information corresponding to the card; it not only ensures the uniformity of the form, but also ensures the efficiency of information acquisition; in addition, the virtual resources generated in the turn-based chess game are given unified and clear usage rules, which reduces the learning and understanding costs of the players to a certain extent.
[0329] See Figure 21 , which shows a structural block diagram of an interface display device provided by an exemplary embodiment of the present application. The device includes a display module 1100 and an execution module 1101.
[0330] The display module 1100 is further configured to display a game interface of a turn-based chess game, wherein the game interface includes a chessboard area for the player and a hand area for the player. The chessboard area for the player is configured to accommodate the player's chess pieces.
[0331] The display module 1100 is further configured to display, in the hand area, at least one battle resource carried by at least one card, wherein the at least one card corresponds to the at least one battle resource, and the at least one battle resource is a resource owned and unused by the current player for participating in a game;
[0332] The execution module 1101 is further configured to generate a game gain of a first preparation resource carried by the first card in response to the first card in the hand area receiving a play operation.
[0333] In an optional embodiment, the display module 1100 is further configured to display at least one of a resource name, a resource image, and a resource description text of the at least one preparation resource carried by the at least one card in the hand area.
[0334] In an optional embodiment, the at least one card includes at least one of a chess piece card, an equipment card, and an effect card;
[0335] The chess piece card carries a chess piece resource, the resource name includes the character name corresponding to the chess piece resource, the resource image includes the character portrait corresponding to the chess piece resource, and the resource description includes the description of the character skills corresponding to the chess piece resource;
[0336] The chess piece card carries an equipment resource, the resource name includes the equipment name corresponding to the equipment resource, the resource image includes the equipment image corresponding to the equipment resource, and the resource description text includes the attribute description text of the equipment resource;
[0337] The chess piece card carries effect resources, the resource name includes the effect name corresponding to the effect resource, the resource image includes the effect image corresponding to the effect resource, and the resource description text includes the description text of the gain effect of the effect resource.
[0338] In an optional embodiment, the display module 1100 is further configured to display an energy quantity icon at a first designated position of the at least one card, wherein the energy quantity icon displays the energy quantity required to consume the current preparation resources.
[0339] In an optional embodiment, the display module 1100 is further configured to display a resource type icon at the second designated position of the at least one card, wherein the resource type icon is configured to display the type of the currently prepared resource.
[0340] In an optional embodiment, the display module 1100 is further configured to present the resource type icon of the chess piece card in the form of a chess piece category icon, wherein the chess piece category icon is configured to display the chess piece category to which the chess piece resource corresponding to the current card belongs.
[0341] In an optional embodiment, the at least one card includes a chess piece card, which is used to carry chess piece resources; the display module 1100 is also used to display a chess piece level icon at a third designated position on the chess piece card, and the chess piece level icon shows the level of the chess piece resource corresponding to the current card.
[0342] In an optional embodiment, the at least one card includes a chess piece card, and the chess piece card is used to carry chess piece resources; the display module 1100 is further used to display the background color of the chess piece card, and the background color is used to represent the quality of the current chess piece resources.
[0343] In an optional embodiment, the display module 1100 is further used to display a first card frame of the at least one card; wherein the first card frame is used to represent the strength of the gain effect generated by the current preparation resources, or, for a chess piece card in the at least one card, the chess piece card is used to carry chess piece resources, and the first card frame is used to represent that the chess piece resource is a core chess piece recommended by the game system.
[0344] In an optional embodiment, the display module 1100 is further used to display a second card frame of the at least one card, and the second card frame is used to represent that the current preparation resources are in a usable state, and the usable state is a state in which the energy consumed when used is less than the energy possessed by the current object.
[0345] In an optional embodiment, the display module 1100 is further used to display a prompt label on the at least one card, and the prompt label is used to represent the effective area of the current preparation resources, and the effective area includes any one of the own chessboard area and the hand card area.
[0346] In an optional embodiment, the display module 1100 is further used to display a light effect on the at least one card, wherein the light effect is used to indicate that the current preparation resource is in an enhanced use state, and the enhanced use state indicates that the use of the current preparation resource will enhance the game gain of the current preparation resource.
[0347] In an optional embodiment, the display module 1100 is further configured to present the same battle preparation resources among the plurality of battle preparation resources in the form of vertically stacked cards.
[0348] In an optional embodiment, the display module 1100 is further configured to present identical preparation resources among the multiple preparation resources in the form of vertically stacked cards in response to the number of preparation resources existing in the hand area exceeding the number of preparation seats.
[0349] In an optional embodiment, the display module 1100 is further configured to select at least two of the plurality of preparation resources in response to the hand area receiving a batch selection operation for cards.
[0350] In an optional embodiment, the display module 1100 is further configured to present the plurality of preparation resources in a tiled card manner in response to the number of the plurality of preparation resources not exceeding the number of preparation seats;
[0351] In response to the number of the multiple preparation resources being greater than the number of the preparation seats, the multiple preparation resources are displayed in a staggered stacking and evenly distributed card manner.
[0352] In the embodiment of the present application, all the preparation resources in the game are uniformly expressed in the form of cards, which improves the information dimension range displayed when the virtual resources are presented to the players to a certain extent. The information recorded on the cards also has a high degree of clarity, and the players can intuitively understand the information corresponding to the card; it not only ensures the uniformity of the form, but also ensures the efficiency of information acquisition; in addition, the virtual resources generated in the turn-based chess game are given unified and clear usage rules, which reduces the learning and understanding costs of the players to a certain extent.
[0353] Figure 221 is a schematic diagram illustrating the structure of a server according to an exemplary embodiment. The server 1200 includes a central processing unit (CPU) 1201, a system memory 1204 including a random access memory (RAM) 1202 and a read-only memory (ROM) 1203, and a system bus 1205 connecting the system memory 1204 and the CPU 1201. The server 1200 also includes a basic input / output system (I / O system) 1206 for facilitating information transmission between various components within the server, and a mass storage device 1207 for storing an operating system 1213, application programs 1214, and other program modules 1215.
[0354] The basic input / output system 1206 includes a display 1208 for displaying information and an input device 1209, such as a mouse and keyboard, for user input. Both the display 1208 and the input device 1209 are connected to the central processing unit 1201 via an input / output controller 1210 connected to the system bus 1205. The basic input / output system 1206 may also include an input / output controller 1210 for receiving and processing input from a variety of other devices, such as a keyboard, mouse, or electronic stylus. Similarly, the input / output controller 1210 also provides output to a display screen, printer, or other types of output devices.
[0355] The mass storage device 1207 is connected to the central processing unit 1201 via a mass storage controller (not shown) connected to the system bus 1205. The mass storage device 1207 and its associated server-readable medium provide non-volatile storage for the server 1200. In other words, the mass storage device 1207 may include a server-readable medium (not shown) such as a hard disk or a Compact Disc Read-Only Memory (CD-ROM) drive.
[0356] Without loss of generality, the computer device readable medium may include computer device storage media and communication media. Computer device storage media include volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer device readable instructions, data structures, program modules or other data. Computer device storage media include RAM, ROM, Erasable Programmable Read-Only Memory (EPROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), CD-ROM, Digital Video Disc (DVD) or other optical storage, tape cassettes, magnetic tapes, disk storage or other magnetic storage devices. Of course, those skilled in the art will appreciate that the computer device storage media is not limited to the above-mentioned ones. The above-mentioned system memory 1204 and mass storage device 1207 can be collectively referred to as memory.
[0357] According to various embodiments of the present disclosure, the server 1200 may also be connected to a remote computer device on a network such as the Internet for operation. That is, the server 1200 may be connected to the network 1211 via a network interface unit 1212 connected to the system bus 1205, or the network interface unit 1212 may be used to connect to other types of networks or remote computer device systems (not shown).
[0358] The memory also includes one or more programs, which are stored in the memory. The central processing unit 1201 implements all or part of the steps of the above-mentioned model training method or behavior coding method by executing the one or more programs.
[0359] Figure 23The following is a block diagram of the structure of a computer device 1300 provided by an exemplary embodiment of the present application. The computer device 1300 can be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer, or a desktop computer. The computer device 1300 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal, or other names. Optionally, the computer device 1300 can also be implemented as a movable device, such as a mobile smart terminal such as a vehicle-mounted terminal.
[0360] Typically, the computer device 1300 includes a processor 1301 and a memory 1302 .
[0361] The processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1301 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 1301 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 1301 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 1301 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0362] The memory 1302 may include one or more computer-readable storage media, which may be non-transitory. The memory 1302 may also include a high-speed random access memory and a 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 the memory 1302 is used to store at least one instruction, which is used to be executed by the processor 1301 to implement the model training method or behavior coding method provided in the method embodiment of the present application.
[0363] In some embodiments, computer device 1300 may optionally include a peripheral device interface 1303 and at least one peripheral device. Processor 1301, memory 1302, and peripheral device interface 1303 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1303 via a bus, signal lines, or circuit boards. For example, the peripheral device may include at least one of a radio frequency circuit 1304, a display screen 1305, a camera assembly 1306, an audio circuit 1307, and a power supply 1308.
[0364] The peripheral device interface 1303 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1301 and the memory 1302. In some embodiments, the processor 1301, the memory 1302, and the peripheral device interface 1303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1301, the memory 1302, and the peripheral device interface 1303 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0365] The RF circuit 1304 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1304 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1304 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 1304 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The RF circuit 1304 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 1304 may also include circuitry related to Near Field Communication (NFC), although this application does not limit this.
[0366] The display screen 1305 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1305 is a touch screen display, the display screen 1305 also has the ability to collect touch signals on the surface or above the surface of the display screen 1305. The touch signal can be input as a control signal to the processor 1301 for processing. In this case, the display screen 1305 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 1305, which is set on the front panel of the computer device 1300; in other embodiments, there can be at least two display screens 1305, which are respectively set on different surfaces of the computer device 1300 or in a folding design; in other embodiments, the display screen 1305 can be a flexible display screen, which is set on the curved surface or folding surface of the computer device 1300. Even more, the display screen 1305 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1305 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0367] The camera assembly 1306 is used to capture images or videos. Optionally, the camera assembly 1306 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged 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 1306 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.
[0368] The audio circuit 1307 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 1301 for processing, or input into the radio frequency circuit 1304 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each located in different parts of the computer device 1300. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 1301 or the radio frequency circuit 1304 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, the audio circuit 1307 may also include a headphone jack.
[0369] Power supply 1308 is used to power various components in computer device 1300. Power supply 1308 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1308 includes a rechargeable battery, the rechargeable battery can be wired or wirelessly rechargeable. 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.
[0370] In some embodiments, the computer device 1300 further includes one or more sensors 1309 , including but not limited to an acceleration sensor 1310 , a gyroscope sensor 1311 , a pressure sensor 1312 , an optical sensor 1313 , and a proximity sensor 1314 .
[0371] The accelerometer 1310 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the computer device 1300. For example, the accelerometer 1310 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1301 can control the display screen 1305 to display the user interface in either a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1310. The accelerometer 1310 can also be used to collect game or user motion data.
[0372] The gyroscope sensor 1311 can detect the orientation and rotation angle of the computer device 1300. It can also work with the accelerometer 1310 to collect 3D motions of the user on the computer device 1300. Based on the data collected by the gyroscope sensor 1311, the processor 1301 can implement the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0373] The pressure sensor 1312 can be installed on the side frame of the computer device 1300 and / or below the display screen 1305. When the pressure sensor 1312 is installed on the side frame of the computer device 1300, it can detect the user's grip signal of the computer device 1300. The processor 1301 can perform left and right hand recognition or shortcut operations based on the grip signal collected by the pressure sensor 1312. When the pressure sensor 1312 is installed below the display screen 1305, the processor 1301 controls the operational controls on the UI interface based on the user's pressure operation on the display screen 1305. The operational controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0374] Optical sensor 1313 is used to detect ambient light intensity. In one embodiment, processor 1301 can control the display brightness of display screen 1305 based on the ambient light intensity detected by optical sensor 1313. For example, when the ambient light intensity is high, the display brightness of display screen 1305 is increased; when the ambient light intensity is low, the display brightness of display screen 1305 is decreased. In another embodiment, processor 1301 can also dynamically adjust the shooting parameters of camera assembly 1306 based on the ambient light intensity detected by optical sensor 1313.
[0375] Proximity sensor 1314, also known as a distance sensor, is typically located on the front panel of computer device 1300. Proximity sensor 1314 is used to detect the distance between the user and the front of computer device 1300. In one embodiment, when proximity sensor 1314 detects that the distance between the user and the front of computer device 1300 is gradually decreasing, processor 1301 controls display screen 1305 to switch from the screen-on state to the screen-off state. When proximity sensor 1314 detects that the distance between the user and the front of computer device 1300 is gradually increasing, processor 1301 controls display screen 1305 to switch from the screen-off state to the screen-on state.
[0376] Those skilled in the art will understand that Figure 22 The structure shown in the figure does not constitute a limitation on the computer device 1300, and the computer device 1300 may include more or fewer components than shown in the figure, or combine some components, or adopt a different component arrangement.
[0377] The present application also provides a computer-readable storage medium, which stores at least one instruction, at least one program, code set or instruction set. The at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the interface display method of the game interface provided by the above method embodiment.
[0378] The present application 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 interface display method for a game interface provided by the above-mentioned method embodiment.
[0379] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
[0380] The above description is only a preferred embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application should be included in the scope of protection of the present application.
Claims
1. A method for displaying a game interface, characterized in that: The method comprises: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area for the player and a hand area, wherein the chessboard area for the player is used to accommodate chess pieces of the player; Displaying at least one battle preparation resource carried by at least one card in the hand area, wherein the at least one card corresponds to the at least one battle preparation resource in a one-to-one manner, and the at least one battle preparation resource is a resource owned and unused by the current player for participating in the game; In response to a first card in the hand area receiving a play operation, a game gain of a first preparation resource carried by the first card is generated.
2. The method according to claim 1, characterized in that The displaying of at least one battle preparation resource carried by at least one card in the hand area includes: The at least one card is displayed in the hand area, and for any one of the at least one card, the card carries a battle resource represented by at least one of a resource name, a resource image, and a resource description text.
3. The method according to claim 2, characterized in that The at least one card includes at least one of a chess piece card, an equipment card, and an effect card; The chess piece card carries a chess piece resource, the resource name includes the character name corresponding to the chess piece resource, the resource image includes the character portrait corresponding to the chess piece resource, and the resource description includes the description of the character skills corresponding to the chess piece resource; The chess piece card carries an equipment resource, the resource name includes the equipment name corresponding to the equipment resource, the resource image includes the equipment image corresponding to the equipment resource, and the resource description text includes the attribute description text of the equipment resource; The chess piece card carries effect resources, the resource name includes the effect name corresponding to the effect resource, the resource image includes the effect image corresponding to the effect resource, and the resource description text includes the description text of the gain effect of the effect resource.
4. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: An energy quantity icon is displayed at a first designated position of the at least one card, wherein the energy quantity icon shows the energy quantity required to consume the current prepared resources.
5. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: A resource type icon is displayed at the second designated position of the at least one card, wherein the resource type icon is used to display the type of the currently prepared resource.
6. The method according to claim 5, characterized in that The at least one card includes a chess piece card, and the chess piece card is used to carry chess piece resources; The resource type icon of the chess piece card is presented in the form of a chess piece category icon, and the chess piece category icon is used to display the chess piece category to which the chess piece resource corresponding to the current card belongs.
7. The method according to any one of claims 1 to 3, characterized in that: The at least one card includes a chess piece card, and the chess piece card is used to carry chess piece resources; The method further comprises: A chess piece level icon is displayed at the third designated position of the chess piece card, and the chess piece level icon shows the level of the chess piece resource corresponding to the current card.
8. The method according to any one of claims 1 to 3, characterized in that: The at least one card includes a chess piece card, and the chess piece card is used to carry chess piece resources; The method further comprises: The background color of the chess piece card is displayed, and the background color is used to represent the quality of the current chess piece resource.
9. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: Displaying a first card frame of the at least one card; Among them, the first card frame is used to represent the strength of the gain effect generated by the current preparation resource, or, for a chess piece card in the at least one card, the chess piece card is used to carry chess piece resources, and the first card frame is used to represent that the chess piece resource is a core chess piece recommended by the game system.
10. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: A second card frame of the at least one card is displayed, where the second card frame is used to indicate that the current preparation resource is in a usable state, where the energy consumed when used is less than the energy possessed by the current object.
11. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: A prompt label is displayed on the at least one card, wherein the prompt label is used to represent the effective area of the current preparation resource, and the effective area includes at least one of the own chessboard area and the hand card area.
12. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: A light effect is displayed on the at least one card, wherein the light effect is used to indicate that the current preparation resource is in an enhanced use state, and the enhanced use state indicates that the use of the current preparation resource will enhance the game gain of the current preparation resource.
13. The method according to any one of claims 1 to 3, characterized in that: The hand card area includes a plurality of battle preparation resources, and the method further includes: The same battle preparation resources among the multiple battle preparation resources are presented in the form of vertically stacked cards.
14. The method according to claim 13, wherein: The presenting the same battle preparation resources among the plurality of battle preparation resources in the form of vertically stacked cards includes: In response to the number of preparation resources existing in the hand area exceeding the number of preparation seats, the same preparation resources among the plurality of preparation resources are presented in the form of vertically stacked cards.
15. The method according to any one of claims 1 to 3, characterized in that: The hand card area includes a plurality of battle preparation resources, and the method further includes: In response to the hand area receiving a batch selection operation for cards, at least two of the plurality of preparation resources are selected.
16. The method according to any one of claims 1 to 3, characterized in that: The hand card area includes a plurality of battle preparation resources, and the method further includes: In response to the number of the plurality of preparation resources not exceeding the number of preparation seats, presenting the plurality of preparation resources in a tiled card manner; In response to the number of the multiple preparation resources being greater than the number of the preparation seats, the multiple preparation resources are displayed in a staggered stacking and evenly distributed card manner.
17. An interface display device for a game interface, characterized in that: The device comprises: A display module is used to display a game interface of a turn-based chess game, wherein the game interface includes a chessboard area and a hand area, wherein the chessboard area is used to accommodate chess resources of the team participating in the game; The display module is further configured to display at least one battle preparation resource carried by at least one card in the hand area, wherein the at least one card corresponds to the at least one battle preparation resource in a one-to-one manner, and the at least one battle preparation resource is a resource owned and unused by the current player for participating in the game; The execution module is configured to generate a game gain of a first preparation resource carried by a first card in the hand area in response to the first card in the hand area receiving a play operation.
18. 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 interface display method of the game interface as described in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that The storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the interface display method of the game interface as described in any one of claims 1 to 16.
20. A computer program product, characterized in that The computer program product stores a computer program, and the computer program is loaded and executed by a processor to implement the interface display method of the game interface according to any one of claims 1 to 16.