Game interface display method and device, computer equipment and storage medium

By designing cards for virtual chess players to acquire skills and playing animation display acquisition process, the problem of poor interaction effect of virtual chess players is solved, and the player's sense of participation and interaction effect is improved.

CN120437586APending Publication Date: 2025-08-08TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410179149.4
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

Technical Problem

In turn-based chess games, the interaction effect of virtual chess players is poor, causing players to ignore the virtual image and reduce the display effect of the game game.

Method used

By designing cards for virtual chess players in turn-based chess games, playing the animation display acquisition process, and displaying virtual cards in the game interface, enhancing the virtual chess players' sense of participation and interaction effects.

Benefits of technology

It improves the sense of participation and interaction of virtual chess players in turn-based chess games, and improves the sense of player substitution and the display effect of virtual card acquisition process.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention discloses a game interface display method and device, computer equipment and a storage medium, and belongs to the technical field of computers. The method comprises the following steps: displaying a game interface of the turn chess game, wherein a virtual chessboard and a first virtual chess player are displayed in the game interface; in response to the fact that the card obtaining skill of the first virtual chess player is triggered, a first animation is played in the game playing interface, and the first animation is used for displaying the process that the first virtual chess player obtains the virtual cards; and under the condition that the first animation is finished, displaying the obtained virtual card in the game interface. According to the method, the participation sense of the first virtual chess player in the round chess game is enhanced, the interaction effect between the virtual chess player and the player is improved, the substitution sense of the player is improved, and the display effect of the virtual card obtaining process is also improved.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a game interface display method, apparatus, computer equipment, and storage medium. Background Art

[0002] A turn-based chess game is a multiplayer chess game. After two players place their pieces on the board, the game application automatically controls the pieces on the board to engage in combat and displays the results. The losing player loses health points, and the final ranking is determined by elimination order. Currently, a virtual avatar is displayed during a game in turn-based chess games. This avatar only serves to indicate the current health of the opponent. The interaction between virtual objects is poor, making the avatar easily overlooked by players, resulting in poor display quality in turn-based chess games. Summary of the Invention

[0003] The embodiments of the present application provide a game interface display method, apparatus, computer device, and storage medium, which can enhance the participation of a first virtual chess player in a turn-based chess game and improve the interaction between the virtual chess player and the player. The technical solution is as follows:

[0004] In one aspect, a method for displaying a game interface is provided, the method comprising:

[0005] Displaying a game interface of a turn-based chess game, wherein the game interface displays a virtual chessboard and a first virtual chess player, wherein the first virtual chess player can place chess pieces on the virtual chessboard, and the chess pieces of the first virtual chess player can interact with the chess pieces of other virtual chess players on the virtual chessboard;

[0006] In response to the first virtual chess player's card acquisition skill being triggered, playing a first animation in the game interface, the first animation being used to show the first virtual chess player acquiring a virtual card, the virtual card being used to transform into a chess piece on the virtual chess board or to adjust the status of a chess piece already placed on the virtual chess board;

[0007] When the first animation ends, the acquired virtual cards are displayed in the game interface.

[0008] In another aspect, a game interface display device is provided, the device comprising:

[0009] a display module for displaying a game interface of a turn-based chess game, wherein the game interface displays a virtual chessboard and a first virtual chess player, wherein the first virtual chess player can place chess pieces on the virtual chessboard, and the chess pieces of the first virtual chess player can interact with the chess pieces of other virtual chess players on the virtual chessboard;

[0010] The display module is further configured to play a first animation in the game interface in response to the first virtual chess player's card acquisition skill being triggered, wherein the first animation is configured to display a process of the first virtual chess player acquiring a virtual card, wherein the virtual card is configured to be converted into a chess piece on the virtual chess board or to adjust the status of a chess piece already placed on the virtual chess board;

[0011] The display module is further configured to display the acquired virtual cards in the game interface when the first animation ends.

[0012] In one possible implementation, the display module is used to play the first animation in the game interface in response to the card acquisition skill being triggered when the first energy value is not less than the second energy value, the first energy value is the energy value currently possessed by the first virtual chess player, and the second energy value is the energy value consumed by the first virtual chess player to release the card acquisition skill.

[0013] In another possible implementation, a card acquisition skill option is also displayed in the game interface; the display module is used to display multiple candidate options in response to a trigger operation on the card acquisition skill option, and different candidate options are used to obtain different virtual cards; in response to a trigger operation on a target candidate option, the first animation is played in the game interface, and the first animation is used to display a process in which the first virtual chess player obtains the virtual card corresponding to the target candidate option, and the target candidate option is any one of the multiple candidate options.

[0014] In another possible implementation, the card acquisition skill is triggered when the first virtual chess player meets a card acquisition condition, and the card acquisition condition includes at least one of the following:

[0015] The number of virtual cards used by the first virtual chess player reaches a first threshold;

[0016] The first virtual chess player lost in the previous round;

[0017] The level of the first virtual chess player reaches a second threshold;

[0018] The level of the first virtual chess player is improved;

[0019] The first virtual chess player wins in multiple consecutive rounds.

[0020] In another possible implementation, the display module is further configured to play a second animation in the game interface in response to an operation of using the virtual card, wherein the second animation is configured to display a process of the first virtual chess player using the virtual card.

[0021] In another possible implementation, when the virtual card is used to be converted into a chess piece on the virtual chess board, the second animation is used to display a process in which the first virtual chess player places the virtual card on the virtual chess board to convert it into a chess piece; or

[0022] In the case where the virtual card is used to adjust the state of the chess piece placed on the virtual chess board, the second animation is used to display the process of the first virtual chess player using the virtual card to adjust the state of the chess piece placed on the virtual chess board.

[0023] In another possible implementation, the display module is further used to display the first virtual chess player interacting with the chess pieces on the virtual chess board in the game interface in response to a triggering operation of the interactive skill option during the process of interaction between the chess pieces on the virtual chess board.

[0024] In another possible implementation, the display module is further used to display, in the game interface, the first virtual player interacting with the chess pieces on the virtual chess board after entering the virtual chess board in response to a triggering operation on the interactive skill option during the interaction between the chess pieces on the virtual chess board.

[0025] In another possible implementation, the game interface includes an identification display area, in which multiple player identifications are also displayed, and the multiple player identifications indicate multiple virtual players participating in the same game; the display module is also used to respond to a skill release instruction to the second virtual player, and play a third animation at the display position of the player identification of the second virtual player, and the third animation is used to display the process of the second virtual player releasing the skill. The second virtual player is any virtual player among the multiple virtual players except the first virtual player.

[0026] In another possible implementation, the display module is further used to obtain a fourth animation in response to a skill release instruction to the third virtual chess player during the process of playing the third animation in the identification display area, and the fourth animation is used to display the process of the third virtual chess player releasing the skill. The third virtual chess player is any virtual chess player among the multiple virtual chess players except the first virtual chess player and the second virtual chess player; when the third animation is completed, the fourth animation is played in the identification display area.

[0027] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the game interface display method described in the above aspects.

[0028] On the other hand, a computer-readable storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the operations performed by the game interface display method described in the above aspects.

[0029] On the other hand, a computer program product is provided, comprising a computer program, which, when executed by a processor, implements the operations performed by the game interface display method as described in the above aspects.

[0030] In the solution provided in the embodiment of the present application, the virtual chess player in the turn-based chess game has a card acquisition skill. In response to triggering the card acquisition skill of the virtual chess player, an animation is played to display the process of the virtual chess player acquiring the virtual card, and the virtual card finally acquired is displayed in the game interface. The played animation is used as feedback for the player triggering the card acquisition skill, so that the player can clearly feel the skill effect of the virtual chess player's card acquisition skill, thereby enhancing the first virtual chess player's sense of participation in the turn-based chess game game, improving the interaction effect between the virtual chess player and the player, improving the player's sense of substitution, and also improving the display effect of the virtual card acquisition process, thereby improving the player experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0031] 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 embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0032] Figure 1 This is a structural block diagram of a computer system provided by one embodiment of the present application;

[0033] 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;

[0034] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided by an embodiment of the present application;

[0035] Figure 4 This is a card diagram of a chess piece card provided by one embodiment of the present application;

[0036] Figure 5 This is a card diagram of an effect card provided by one embodiment of the present application;

[0037] Figure 6 This is a card diagram of an equipment card provided by an embodiment of the present application;

[0038] Figure 7 This is a card diagram of a chess player card provided by one embodiment of the present application;

[0039] 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;

[0040] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application;

[0041] Figure 10 This is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;

[0042] 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;

[0043] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;

[0044] Figure 13 This is a schematic diagram of automatic engagement provided by an embodiment of the present application;

[0045] Figure 14 This is a schematic diagram of a game interface during the battle phase provided by an embodiment of the present application;

[0046] Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application;

[0047] Figure 16 This is a flowchart of a game interface display method provided by an embodiment of the present application;

[0048] Figure 17 This is a flowchart of another game interface display method provided by an embodiment of the present application;

[0049] Figure 18 This is a flowchart of another game interface display method provided by an embodiment of the present application;

[0050] Figure 19 This is a flowchart of another game interface display method provided by an embodiment of the present application;

[0051] Figure 20 This is a flowchart of another game interface display method provided by an embodiment of the present application;

[0052] Figure 21 This is a schematic diagram of an animation playback interface provided in an embodiment of the present application;

[0053] Figure 22 This is a schematic diagram of a game interface provided by an embodiment of the present application;

[0054] Figure 23 This is a structural diagram of a game interface display device provided by an embodiment of the present application;

[0055] Figure 24 This is a schematic diagram of the structure of a terminal provided in an embodiment of the present application;

[0056] Figure 25 This is a structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION

[0057] In order to make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.

[0058] As used herein, the terms "first," "second," "third," "fourth," and the like may be used to describe various concepts herein, but unless otherwise specified, these concepts are not limited by these terms. These terms are merely used to distinguish one concept from another. For example, a first animation may be referred to as a second animation, and similarly, a second animation may be referred to as a first animation without departing from the scope of this application.

[0059] As used herein, the terms "at least one," "a plurality," "each," and "any" include one, two, or more than two, "a plurality" includes two or more than two, "each" refers to each of the corresponding plurality, and "any" refers to any one of the plurality. For example, the plurality of virtual chess players includes three virtual chess players, and "each" refers to each of the three virtual chess players. "Any" refers to any one of the three virtual chess players, which may be the first virtual chess player, the second virtual chess player, or the third virtual chess player.

[0060] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, storage, display, etc.), and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the animations and virtual cards involved in this application are all obtained with full authorization.

[0061] First, the nouns involved in the embodiments of this application are introduced:

[0062] 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 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 chess player 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.

[0063] 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).

[0064] 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.

[0065] 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.

[0066] 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.

[0067] Cards: A common term for a game genre, originating from tabletop games. The difference lies in chess, where players manipulate chess pieces directly, while cards carry 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 read and categorize card effects, and carrying more diverse information.

[0068] 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.

[0069] 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.

[0070] Chess player: refers to a virtual character played by the player, also known as a virtual chess player. Each chess player has different special abilities that can help players better play the game.

[0071] 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 .

[0072] 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.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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.

[0077] 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.

[0078] 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.

[0079] 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.

[0080] 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.

[0081] 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.

[0082] 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.

[0083] The method includes:

[0084] 201. 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.

[0085] The game interface is where two players engage in turn-based chess games. Player objects can be understood as at least one of the following concepts: user, account, player, virtual player, or player avatar.

[0086] Combined with reference Figure 3 The game interface includes a chessboard area 301 and a hand area 302 .

[0087] The chessboard area 301 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle, and is equivalent to the area occupied by the virtual chessboard in the game interface. The chessboard area 301 includes a plurality of chess squares arranged in an array, which are always displayed or only displayed at certain times. Optionally, the chessboard area 301 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates the chessboard area 301 as a three-dimensional chessboard viewed from above. The three-dimensional chessboard in this article refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.

[0088] The hand area 302 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.

[0089] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 302. The order of arrangement can be determined based on at least one of the following factors: the time of draw, card type, number of cards of the same type, number of copies of the same card, and card quality. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. Exceeding this limit will result in the discarding of excess cards. 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.

[0090] A round of a turn-based chess game includes multiple rounds, and each round includes a preparation phase and a battle phase.

[0091] 202. In the battle preparation phase, in response to the playing operation of at least one card, perform battle preparation operations related to the own side.

[0092] 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.

[0093] At least one local chess piece is a virtual chess piece that participates 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 and is displayed as a two-dimensional icon or a two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece and is displayed as a three-dimensional model or a three-dimensional image. In the initial state, there can be zero local chess pieces in 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 can be automatically inherited in the next round. Optionally, all local chess pieces in the previous round can be automatically inherited in the next round.

[0094] 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.

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 203. During the battle phase, the chess pieces of your side and the enemy side will automatically engage in battle in the chessboard area.

[0099] 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.

[0100] 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.

[0101] 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 of 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.

[0102] 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.

[0103] Classification of card types:

[0104] In some embodiments, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a chess player card.

[0105] Chess Cards:

[0106] Pawn cards are used to summon your own pieces in the chessboard area or upgrade the piece level of your own pieces. Figure 4 A schematic diagram of a chess piece card is shown. The chess piece card displays at least one of the following information: a chess piece image 401, a chess piece name 402, the energy consumed when the card is played 403, the chess piece type or faction 404 to which the chess piece belongs, the level of the chess piece after the card is played 405, and a description of the additional effects of the chess piece 406.

[0107] The chess piece image 401 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of the virtual chess piece. Figure 4 In the example, the chess piece image 401 is a bust of a virtual chess piece.

[0108] The chess piece name 402 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.

[0109] Energy value 403 refers to the energy consumed when playing this chess card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities consume different amounts of energy when played. For example, five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively, when played.

[0110] Piece type 404 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 Great Wall Guard 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.

[0111] The level 405 that the piece is upgraded to after a card is played refers to the level that the existing piece with the same name (i.e., the same piece) is upgraded to after the card is played. For example, if level 405 is 3 and the piece with the same name was originally at level 2, then after playing the card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the piece with the same name to different levels after being played. For example, five different quality cards can upgrade the piece with the same name to levels 1, 2, 3, 4, and 5, respectively, after being played.

[0112] The additional effect description 406 of a chess piece is a description of the additional effect of 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 will be randomly selected, and the chess level of the randomly selected chess piece will be increased by a first value, which is half the level of the sold chess piece.

[0113] Effect Cards:

[0114] Effect cards are cards used to apply effects to at least one game factor in the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, hand card acquisition processes, etc. Figure 5 A schematic diagram of an effect card is shown. The effect card displays at least one of the following information: an effect icon 501, an effect name 502, an energy value 503 consumed when the card is played, and an effect description 504 of the effect card.

[0115] The effect icon 501 may be an icon for representing the benefit effect of the effect card. Figure 5 The effect name 502 is the name of the effect card or the name of the benefit effect.

[0116] Energy value 503 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.

[0117] The effect description 504 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:

[0118] 1. Increase the probability and / or quantity of chess cards obtained by your players;

[0119] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;

[0120] 3. Reduce the energy consumed by your players when acquiring chess cards;

[0121] 4. Increase the number of chess cards that your players can exchange for;

[0122] 5. Reduce the energy consumed by your players when exchanging chess cards;

[0123] 6. Improve the chess piece level of at least one chess piece on the field;

[0124] 7. Add equipment to at least one chess piece on the field;

[0125] 8. Upgrade the equipment level of at least one chess piece on the field;

[0126] 9. Reduce energy consumption when playing / changing cards;

[0127] 10. Increase the probability of obtaining certain cards;

[0128] 11. Increase the number of cards that can be obtained;

[0129] 12. Increase the chances of changing cards, and so on, I will not go into details here.

[0130] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.

[0131] In some embodiments, effect cards can be categorized as at least one of general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type or faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and range of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, only pieces of a specific piece type can acquire, use, or benefit from a card. Faction effect cards are effect cards whose attributes are related to faction. For example, only pieces of a specific faction can acquire, use, or benefit from a card.

[0132] 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.

[0133] Equipment Cards:

[0134] Equipment cards are used to equip at least one of your own chess pieces. Figure 6A schematic diagram of an equipment card provided by an exemplary embodiment of the present application is shown. The equipment card displays at least one of the following information: an equipment icon 601, an equipment name 602, an energy value 603 consumed when the card is played, and an equipment description 604 of the equipment card.

[0135] The equipment icon 601 may be an icon used to represent the image of the equipment or the effect of the equipment. Figure 6 6. The equipment name 602 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.

[0136] Energy value 603 refers to the amount of energy consumed when playing this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.

[0137] The equipment description 604 of the equipment card is used to describe the effect of the equipment after being worn.

[0138] Chess player cards:

[0139] Player cards are cards acquired through the player skills of a player avatar. Player cards can be acquired by triggering passive or active skills of a player avatar, cards that only a certain player avatar can acquire, cards that only a certain player avatar can use, cards that are exclusive to a certain player avatar, and so on, and this embodiment of the application does not limit this.

[0140] 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 701, a chess player card name 702, an energy value consumed when the card is played 703, and a description of the effect of the chess player card 704.

[0141] The card icon 701 may be an icon used to represent the effect of the card. Figure 7 The player card name 702 is the name of the player card or the name of the effect.

[0142] Energy value 703 refers to the amount of energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.

[0143] The effect description 704 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same 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, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, influence the acquisition process of the hand cards, and other forms of effects. The effect of the player card can be designed to influence any process or details in the game, and the present embodiment of the application does not limit this.

[0144] Based on the introduction of the above four types of cards:

[0145] 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.

[0146] 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.

[0147] 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.

[0148] How to obtain cards:

[0149] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:

[0150] 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.

[0151] 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.

[0152] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.

[0153] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.

[0154] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.

[0155] 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.

[0156] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.

[0157] Obtaining condition 8: Purchase card operation;

[0158] Acquisition Condition 9: A preset player skill is triggered. Preset player skills are passive or active skills that have effects such as drawing, adding, or duplicating cards. For example, one player card can be drawn every two turns, or one player card can be drawn every three cards played.

[0159] 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.

[0160] 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:

[0161] Player selection phase:

[0162] 801. Select a virtual chess player character of your side, where the virtual chess player character is used to represent a virtual character that controls at least one chess piece of your side.

[0163] 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.

[0164] 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.

[0165] For example, Figure 9 As shown, before starting a game, a player selection interface is displayed. This player selection interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 901 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, normal size, and distributed on both sides.

[0166] On the player selection interface, several candidate player avatars 902 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 903.

[0167] A player skill button 904 is also displayed on the player selection interface. In response to the player skill button 904 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.

[0168] 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 905 to enter the ready state.

[0169] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.

[0170] Preparation phase for each round:

[0171] 802. Displaying a game interface of a turn-based chess game, where the game interface includes a chessboard area and a hand card area.

[0172] Combined with reference Figure 10 , chessboard area 1001 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of chessboard area 1001 is used to place at least one enemy chess piece, and the lower half of chessboard area 1001 is used to place at least one friendly chess piece. Hand area 1002 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 in the current round have been played), the number of cards displayed in hand area 1002 is 0.

[0173] Optionally, attribute information for the n player objects participating in the current game is also displayed in the upper left corner of the game interface. The attribute information includes at least one of a player nickname, a player portrait, player health, and a player level. A player skill button 1003 is displayed in the lower left corner of the game interface. A card swap button 1004 and an upgrade button 1005 are also displayed in the lower right corner of the game interface. The card swap button 1004 is used to replace one or more cards in the hand area 11. The upgrade button 1005 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.

[0174] Optionally, an energy control 1006 is displayed on the game interface. Energy control 1006 is used to display the energy value of the player object. Energy is a game resource that may be used at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading the player level requires energy.

[0175] Optionally, an identification display area 1007 is also displayed on the game interface. Identification display area 1007 displays identifications of all players participating in the turn-based chess game. In identification display area 1007, the identifications of multiple players can be displayed in a random order or in descending order based on the number of wins of the multiple players in the current turn-based chess game. This embodiment of the present application is not limited to this.

[0176] Optionally, the current turn order is displayed at the top of the game interface. Figure 10 , currently it is the preparation stage for the first round in a turn-based chess game.

[0177] 803. In response to the playing operation of at least one card, execute the preparation operation related to the own side.

[0178] 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:

[0179] 8031. In response to a card-playing operation on a chess card, a battle preparation operation related to at least one own chess piece is performed in the chessboard area.

[0180] 8032. In response to a card-playing operation on an equipment card, equip all or part of at least one chess piece with virtual equipment.

[0181] 8033. In response to a play operation on an effect card, perform a preparation operation to add an effect to at least one factor in the game.

[0182] 8034. In response to the card-playing operation on the player's card, perform a preparation operation related to at least one factor in the game.

[0183] Since the battle situation in each round of turn-based battle is different, each player object has different cards in hand, and each player object has different card-playing habits, the number of times and order in which the above 8031, 8032, 8033, and 8034 are executed in each round of turn-based battle may change, and this embodiment does not limit this.

[0184] For step 8031 (chess card):

[0185] 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.

[0186] 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.

[0187] 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.

[0188] 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.

[0189] 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 1101 and a first indicator arrow 1102 are displayed. First own chess piece 1101 is a three-dimensional piece that slides in accordance with the real-time position of the drag operation. First indicator arrow 1102 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 1101 is summoned to the first candidate square.

[0190] 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 the functions of chess piece acquisition and preparation at the same time, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.

[0191] 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.

[0192] 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.

[0193] For step 8032 (equip the card):

[0194] 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.

[0195] 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;

[0196] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.

[0197] For step 8033 (effect card):

[0198] 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.

[0199] According to the objects of action, effect cards are divided into two categories:

[0200] Type 1: Increases the effect on the own chess pieces within the chessboard area;

[0201] Type 2: Adds effects to the card acquisition process.

[0202] 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.

[0203] 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.

[0204] For step 8034 (player card):

[0205] In response to the play operation on the player's card, at least one of the following preparation operations is performed:

[0206] 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.

[0207] 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.

[0208] 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.

[0209] Card swap function:

[0210] 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.

[0211] Delete card function:

[0212] 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.

[0213] Player level upgrade function:

[0214] 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 some new abilities will be unlocked at the same time, such as talents, purchasable equipment, etc. Optionally, the upgrade button can display quality icons of different colors. As the player level is upgraded, the quality icon 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 icon can be as follows: Figure 12 The small rounded rectangle shown is used as an example, but other shapes or forms are also possible.

[0215] 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.

[0216] The battle phase of each round:

[0217] 804. During the battle phase, the chess pieces of your side and the enemy side will automatically engage in battle in the chessboard area.

[0218] 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.

[0219] Figure 13 The figure shows an automatic battle diagram of a player's chess piece 1301 and an enemy chess piece 1302 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.

[0220] Battle settlement phase:

[0221] 805. Calculate the health value of the virtual character of your player, and start the next round of turn-based battle or end the current game based on the health value.

[0222] 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.

[0223] When the health value is deducted to zero, the player is eliminated from the game.

[0224] 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.

[0225] In some embodiments, the damage calculation is based on the number of pieces remaining on the winning side's board. Figure 14 The figure shows that when the opponent is the loser, there is only one enemy chess piece 1401 left, and then the life value of the opponent's chess piece virtual character 1402 is calculated. A life value progress bar can be displayed above the head of the chess piece virtual character 1402.

[0226] 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.

[0227] 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 of 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.

[0228] 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.

[0229] 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.

[0230] 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.

[0231] Figure 16 This is a flow chart of a method for displaying a game interface provided by an embodiment of the present application. Taking the method executed by a terminal as an example, Figure 16 As shown, the method includes:

[0232] 1601. The terminal displays a game interface of a turn-based chess game. The game interface displays a virtual chessboard and a first virtual chess player. The first virtual chess player can place chess pieces on the virtual chessboard, and the chess pieces of the first virtual chess player can interact with chess pieces of other virtual chess players on the virtual chessboard.

[0233] In an embodiment of the present application, in a game interface of a turn-based chess game, each player can place chess pieces on a virtual chess board by controlling a virtual chess player, so as to interact with chess pieces placed on the virtual chess board by other virtual chess players. In the turn-based chess game, the virtual chess player has a card acquisition skill, which can be used to acquire virtual cards, which can be converted into chess pieces on the virtual chess board, or the player can adjust the status of chess pieces already placed on the virtual chess board so that the player can subsequently acquire virtual cards through the card acquisition skill, and then adjust the chess pieces on the virtual chess board based on the acquired virtual cards.

[0234] 1602. In response to the first virtual chess player's card acquisition skill being triggered, the terminal plays a first animation in the game interface, where the first animation is used to display the process of the first virtual chess player acquiring a virtual card, which is used to be converted into a chess piece on the virtual chessboard or to adjust the status of a chess piece already placed on the virtual chessboard.

[0235] In an embodiment of the present application, the first virtual chess player has a card acquisition skill. When the card acquisition skill of the first virtual chess player is triggered, an animation can be played to show the process of the first virtual chess player acquiring virtual cards, so as to enhance the first virtual chess player's sense of participation in the turn-based chess game and improve the effect of the first virtual chess player acquiring virtual cards.

[0236] Among them, the card acquisition skill of the first virtual chess player is used to obtain one or more virtual cards. The virtual cards obtained by the first virtual chess player through the card acquisition skill include multiple types of cards. For example, the virtual cards obtained by the first virtual chess player through the card acquisition skill include chess piece cards, equipment cards, effect cards or chess player cards.

[0237] The first animation can be any type of animation, for example, a 3D (three-dimensional) animation or a 2D (two-dimensional) animation. For example, the first animation is a 3D animation that shows a three-dimensional model of the first virtual chess player randomly drawing a virtual card from a virtual deck and holding it in their hand.

[0238] 1603. When the first animation ends, the terminal displays the obtained virtual cards in the game interface.

[0239] In an embodiment of the present application, the game interface can display the virtual cards owned by the first virtual chess player. After the virtual cards are obtained through the card acquisition skill of the first virtual chess player, the obtained virtual cards can be displayed in the game interface, so that the player can know the virtual cards currently owned by the first virtual chess player by viewing the virtual cards displayed in the game interface.

[0240] In the solution provided in the embodiment of the present application, the virtual chess player in the turn-based chess game has a card acquisition skill. In response to triggering the card acquisition skill of the virtual chess player, an animation is played to display the process of the virtual chess player acquiring the virtual card, and the virtual card finally acquired is displayed in the game interface. The played animation is used as feedback for the player triggering the card acquisition skill, so that the player can clearly feel the skill effect of the virtual chess player's card acquisition skill, thereby enhancing the first virtual chess player's sense of participation in the turn-based chess game game, improving the interaction effect between the virtual chess player and the player, improving the player's sense of substitution, and also improving the display effect of the virtual card acquisition process, thereby improving the player experience.

[0241] exist Figure 16 Based on the illustrated embodiment, the embodiment of the present application can only successfully trigger the card acquisition skill when the energy value possessed by the virtual chess player can meet the consumption of the virtual chess player's card acquisition skill. The specific process is detailed in the following embodiment.

[0242] Figure 17 This is a flow chart of a method for displaying a game interface provided by an embodiment of the present application. Taking the method executed by a terminal as an example, Figure 17 As shown, the method includes:

[0243] 1701. The terminal displays a game interface of a turn-based chess game, wherein a virtual chess board and a first virtual chess player are displayed in the game interface. The first virtual chess player can place chess pieces on the virtual chess board, and the chess pieces of the first virtual chess player can interact with chess pieces of other virtual chess players on the virtual chess board.

[0244] In one possible implementation, step 1701 includes: displaying a game interface during the preparation phase of any round.

[0245] In an embodiment of the present application, a round of a turn-based chess game includes multiple rounds, each of which includes a preparation phase and a battle phase. During the preparation phase, a virtual chess player can use virtual cards to place chess pieces on a virtual chessboard. During the preparation phase, only the chess pieces of the virtual chess player controlled by the local client are displayed on the virtual chessboard. After the preparation phase, the battle phase begins. During the battle phase, the chess pieces of the virtual chess player controlled by the local client can be displayed on the virtual chessboard and automatically interact with the chess pieces of other virtual chess players.

[0246] Optionally, in the preparation phase, the virtual chess player is located on the virtual chessboard. In response to entering the battle phase, the game interface displays the virtual chess player leaving the virtual chessboard and standing outside the virtual chessboard.

[0247] In an embodiment of the present application, during the preparation stage, the virtual chess player is located on the virtual chessboard so that the virtual chess player can be displayed later to adjust the chess piece layout through the target props. When entering the battle stage, the virtual chess player leaves the virtual chessboard so that the virtual chess player's chess pieces can be displayed on the virtual chessboard later to interact with the chess pieces of other virtual chess players.

[0248] In one possible implementation, the game interface includes a hand area, in which virtual cards owned by the virtual chess player are displayed.

[0249] In one possible implementation, the game interface also includes an identification display area, in which multiple player identifications are displayed, and the multiple player identifications indicate multiple virtual players participating in the same game.

[0250] The player identifier can be represented in any form, for example, the player identifier is represented by at least one of the player's nickname, player's avatar, player's health, and player's player level.

[0251] Optionally, the identification display area is a ranking display area, in which multiple virtual chess players are arranged according to their remaining life value, number of winning rounds, etc.

[0252] 1702. When the first energy value is not less than the second energy value, in response to the first virtual chess player's card acquisition skill being triggered, the terminal plays a first animation in the game interface. The first energy value is the energy value currently possessed by the first virtual chess player, and the second energy value is the energy value consumed by the first virtual chess player to release the card acquisition skill. The first animation is used to display the process of the first virtual chess player acquiring the virtual card, and the virtual card is used to be converted into a chess piece on the virtual chess board or to adjust the status of the chess piece placed on the virtual chess board.

[0253] In an embodiment of the present application, when the card acquisition skill of the first virtual chess player is triggered, the energy possessed by the first virtual chess player will be consumed. The card acquisition skill of the first virtual chess player can only be successfully triggered when the energy value possessed by the first virtual chess player can meet the consumption of the card acquisition skill. When the first ability value is not less than the second energy value, it means that the energy value possessed by the first virtual chess player can meet the consumption of the card acquisition skill. Therefore, in response to the card acquisition skill of the first virtual chess player being triggered, the first animation is played directly in the game interface to show the process of the first virtual chess player acquiring the virtual card.

[0254] In an embodiment of the present application, when the card acquisition skill is triggered, the energy possessed by the virtual chess player will be consumed. When the energy value possessed by the virtual chess player is greater than the energy value consumed by the card acquisition skill, it means that the current energy value possessed by the virtual chess player can meet the consumption of the card acquisition skill. Then, the virtual card can be acquired by triggering the card acquisition skill. In this way, the gameplay of the game is enriched, and restrictions on the acquisition of virtual cards are added to avoid the virtual chess player from obtaining virtual cards infinitely through the card acquisition skill, which may cause the game to be unbalanced, thereby ensuring the balance and fairness of the game.

[0255] In one possible implementation, the card acquisition skill is an active skill of the first virtual chess player, and a card acquisition skill option is also displayed in the game interface. Then step 1702 includes: in response to the triggering operation of the card acquisition skill option, playing the first animation in the game interface.

[0256] The card acquisition skill option is used to trigger the card acquisition skill possessed by the first virtual chess player. The card acquisition skill option can be displayed in any form, for example, the card acquisition skill option can be displayed in the form of a button. When the terminal detects the triggering operation of the card acquisition skill option, it indicates that the card acquisition skill of the first virtual chess player has been triggered.

[0257] In an embodiment of the present application, the card acquisition skill of the first virtual chess player is an active skill, and a card acquisition skill option is displayed in the game interface. The user can trigger the card acquisition skill option through the terminal. At this time, the terminal can determine that the card acquisition skill of the first virtual chess player is triggered, and then play the first animation to display the process of the first virtual chess player acquiring the virtual card.

[0258] In one possible implementation, the card acquisition skill is a passive skill of the first virtual chess player, and step 1702 includes: when the first virtual chess player meets the card acquisition condition, playing the first animation in the game interface.

[0259] The card acquisition condition refers to the condition under which the first virtual player can acquire virtual cards, which is also equivalent to the condition under which the card acquisition skill of the first virtual player is triggered. If it is determined that the first virtual player meets the card acquisition condition, it means that the card acquisition skill of the first virtual player is triggered.

[0260] In the embodiment of the present application, the card acquisition skill of the virtual chess player cannot be triggered at any time, but is triggered only when the virtual chess player meets the card acquisition conditions. This enriches the gameplay of the game and adds restrictions to the triggering of the card acquisition skill, so that the player can control the virtual chess player to meet the card acquisition conditions as much as possible, thereby improving the interaction effect between the player and the virtual chess player, and avoiding the virtual chess player from obtaining virtual cards infinitely through the card acquisition skill, which may cause the game to be unbalanced, thereby ensuring the balance and fairness of the game.

[0261] Optionally, the card acquisition condition includes at least one of the following.

[0262] Item 1: The number of virtual cards used by the first virtual chess player reaches a first threshold.

[0263] The first threshold is an arbitrary value, for example, the first threshold is 3.

[0264] In an embodiment of the present application, the first virtual chess player may also own other virtual cards, and the first virtual chess player can use the other virtual cards he owns. When the number of virtual cards used by the first virtual chess player reaches a first value, it is determined that the first virtual chess player meets the first card acquisition condition, and the first animation is played to enable the first virtual chess player to obtain more virtual cards.

[0265] In an embodiment of the present application, when the number of virtual cards used by the first virtual chess player reaches a first threshold, the card acquisition skill of the first virtual chess player is triggered so that more virtual cards can be acquired. This can encourage the player to control the virtual chess player to use as many virtual cards as possible during the game so that additional virtual cards can be acquired, thereby enriching the gameplay, improving the interaction between the player and the virtual chess player, and thus improving the player experience.

[0266] In one possible implementation, the first virtual chess player is able to use virtual cards in each preparation stage, and the above-mentioned first item includes: the number of virtual cards used by the first virtual chess player in the current preparation stage reaches a first threshold; or, the number of virtual cards used in multiple preparation stages reaches the first threshold.

[0267] In an embodiment of the present application, a round of a turn-based chess game includes multiple rounds, each of which includes a preparation phase and a battle phase. In each preparation phase, the first virtual chess player can use the virtual cards they own. When the number of virtual cards used by the first virtual chess player in each preparation phase reaches a first threshold, the first virtual chess player's card acquisition skill is triggered. The number of virtual cards used by the first virtual chess player in multiple preparation phases is accumulated. Once the accumulated number of virtual cards reaches a first value, the first virtual chess player's card acquisition skill is triggered in the current preparation phase, and more virtual cards are acquired.

[0268] Item 2: The first virtual chess player lost in the previous round.

[0269] In an embodiment of the present application, a game of a turn-based chess game includes multiple rounds. If the first virtual chess player fails in the previous round, the card acquisition skill of the first virtual chess player can be triggered in the current round, so that the first virtual chess player can obtain more virtual cards in the current round, thereby increasing the possibility of the first virtual chess player winning in the current round and improving the balance of the game.

[0270] Item 3: The level of the first virtual chess player reaches the second threshold.

[0271] In the embodiment of the present application, during the game, the level of the first virtual chess player will continue to increase. Once the level of the first virtual chess player reaches a second threshold, the card acquisition skill of the first virtual chess player is determined to be triggered, so that the first virtual chess player can obtain more virtual cards as a reward for the first virtual chess player's level increase. This can encourage players to increase the level of the virtual chess player as much as possible so as to obtain more virtual cards, thereby improving the interaction between the virtual chess player and the player, and thus enhancing the player experience.

[0272] Item 4: Level upgrade of the first virtual chess player.

[0273] In the embodiment of the present application, during the game, the first virtual chess player's level will continue to increase. When the first virtual chess player's level increases, it is determined that the first virtual chess player's card acquisition skill is triggered, so that the first virtual chess player can obtain more virtual cards as a reward for the first virtual chess player's level increase. This can encourage players to increase the level of the virtual chess player as much as possible so as to obtain more virtual cards, thereby improving the interaction between the virtual chess player and the player, and thus improving the player experience.

[0274] Item 5: The first virtual chess player wins multiple consecutive rounds.

[0275] In an embodiment of the present application, the turn-based game includes multiple rounds. If the first virtual player wins multiple consecutive rounds, it is determined that the card acquisition skill of the first virtual player is triggered, so that the first virtual player obtains more virtual cards as a reward for the first virtual player's game, which enriches the game players, increases the attractiveness to players, and thus improves the user experience.

[0276] In an embodiment of the present application, the card acquisition condition includes at least one of the above five items. During the turn-based game, the above card acquisition condition can be used to determine when the card acquisition skill of the first virtual chess player is triggered, so that during the turn-based game, the user can control the first virtual chess player to meet the card acquisition condition as much as possible to obtain more virtual cards, thereby improving the interactivity of the game.

[0277] In one possible implementation, the process of obtaining the first animation includes: the terminal sends an animation acquisition request to the server in response to the first virtual chess player's card acquisition skill being triggered, the animation acquisition request is used to obtain the animation corresponding to the card acquisition skill, the server responds to the animation acquisition request, obtains the first animation, sends the first animation to the terminal, the terminal receives the first animation, and plays the first animation in the game interface.

[0278] In an embodiment of the present application, the server stores the first animation of each card acquisition skill. The terminal responds to the first virtual chess player's card acquisition skill being triggered, and by interacting with the server, it can obtain the animation corresponding to the first virtual chess player's card acquisition skill, so that the process of the first virtual chess player acquiring the virtual card can be displayed subsequently.

[0279] Optionally, the animation acquisition request carries the player identifier and skill identifier of the first virtual chess player. In response to the animation acquisition request, the server queries the animation corresponding to the player identifier and skill identifier in the animation acquisition request to obtain the first animation.

[0280] In an embodiment of the present application, the animations corresponding to the acquisition skills of different players or different cards may be different. Therefore, the animation is queried based on the player identifier and skill identifier in the animation acquisition request to ensure the accuracy of the first animation obtained.

[0281] Optionally, the server stores animations corresponding to different chess players or different card acquisition skills, and the animation will be updated before sending it to the terminal. The process of obtaining the first animation includes: the server responds to the animation acquisition request, assigns a virtual card to the chess player identifier, queries the animation corresponding to the chess player identifier and skill identifier in the animation acquisition request, and updates the queried animation based on the assigned virtual card to obtain the first animation.

[0282] In an embodiment of the present application, the animation acquisition request is equivalent to triggering the card acquisition of the first virtual chess player, and the card acquisition request after that. In response to the animation acquisition request, the server assigns a virtual card to the chess player identifier, and updates the queried animation based on the assigned virtual card to obtain the first animation, so that the first animation can reflect the virtual card obtained by the first virtual chess player's card acquisition skill being triggered, ensuring that the virtual card obtained by the first virtual chess player displayed in the first animation is consistent with the virtual card actually obtained by the first virtual chess player, and is not merely used to represent the process of the first virtual chess player obtaining the virtual card, thereby ensuring the display effect of the first animation.

[0283] In one possible implementation, step 1702 includes: when the first energy value is not less than the second energy value, in response to the first virtual chess player's card acquisition skill being triggered, displaying an animation playback interface, playing the first animation in the animation playback interface, and when the first animation ends, switching the animation playback interface to display the game interface.

[0284] In an embodiment of the present application, the first animation is played in the animation playback interface by switching the display interface to highlight the process of the first virtual chess player acquiring virtual cards by releasing card acquisition skills, so that the player can clearly feel the skill effect of the virtual chess player's card acquisition skills, enhance the first virtual chess player's sense of participation in the turn-based chess game, and improve the interaction effect between the virtual chess player and the player.

[0285] Optionally, the first animation is played in full screen on the animation playback interface. In the embodiment of the present application, playing the first animation in full screen on the animation playback interface can improve the display effect of the first animation, and can further highlight the skill effect of the card acquisition skill of the first virtual object, thereby improving the player experience.

[0286] It should be noted that, in an embodiment of the present application, when the first energy value is not less than the second energy value, in response to the first virtual chess player's card acquisition skill being triggered, the first animation is played in the game interface. In another embodiment, there is no need to execute the above-mentioned step 1702, but other methods are adopted to play the first animation in the game interface in response to the first virtual chess player's card acquisition skill being triggered.

[0287] 1703. When the first animation ends, the terminal displays the obtained virtual cards in the game interface.

[0288] In one possible implementation, step 1703 includes: displaying the acquired virtual cards in the hand area of the game interface.

[0289] In an embodiment of the present application, the game interface includes a hand area, which is used to display the virtual cards owned by the first virtual chess player. When the first animation ends, the acquired virtual cards can be displayed in the game interface so that the virtual cards displayed in the hand area can be used subsequently.

[0290] 1704. In response to the operation of using the virtual card, the terminal plays a second animation in the game interface, where the second animation is used to display the process of the first virtual chess player using the virtual card.

[0291] In an embodiment of the present application, after the first virtual player obtains a virtual card through the card acquisition skill, when the virtual card is used, a second animation can be played to show the process of the first virtual player using the virtual card, so as to enhance the display effect when using the virtual card.

[0292] In one possible implementation, the process of using the virtual card includes: in response to the operation of dragging the virtual card to the virtual chessboard, playing a second animation in the game interface.

[0293] In the embodiment of the present application, the operation of dragging a virtual card to a virtual chessboard is an operation of using the virtual card.

[0294] In one possible implementation, when a virtual card is used to be converted into a chess piece on a virtual chess board, the second animation is used to display the process of the first virtual chess player placing the virtual card on the virtual chess board to convert it into a chess piece; or, when the virtual card is used to adjust the status of a chess piece already placed on the virtual chess board, the second animation is used to display the process of the first virtual chess player using the virtual card to adjust the status of a chess piece already placed on the virtual chess board.

[0295] In the case where a virtual card is used to transform into a chess piece on a virtual chessboard, the virtual card is a chess piece card. In the case where a virtual card is used to adjust the state of a chess piece already placed on the virtual chessboard, the virtual card is a chess piece card, an effect card, or an equipment card.

[0296] In an embodiment of the present application, an animation is played to display the process of the first virtual chess player placing virtual cards on a virtual chess board to convert them into chess pieces, or to display the process of the first virtual chess player using virtual cards to adjust the status of chess pieces placed on the virtual chess board, so as to enhance the display effect of the virtual chess player using virtual cards.

[0297] For example, when a virtual card is used to adjust the status of a chess piece placed on a virtual chessboard, the virtual card is a chess piece card. When a chess piece corresponding to the chess piece card has been placed on the virtual chessboard, the first virtual chess player places the chess piece card on the virtual chessboard. The chess piece card can update the status of the chess piece corresponding to the chess piece card on the virtual chessboard, such as increasing the level, attack power, defense power, etc. of the chess piece corresponding to the chess piece card.

[0298] For another example, when a virtual card is used to adjust the status of a chess piece placed on a virtual chess board, the virtual card is an equipment card. The first virtual chess player places the equipment card on a chess piece on the virtual chess board. The equipment card can be converted into virtual equipment and equipped on the chess piece to update the equipment status of the chess piece.

[0299] For another example, when a virtual card is used to adjust the status of a chess piece placed on a virtual chessboard, the virtual card is an effect card. The first virtual chess player places the effect card on a chess piece on the virtual chessboard. The effect card can be converted into a skill and equipped on the chess piece to update the skill equipment status of the chess piece.

[0300] In one possible implementation, multiple types of virtual cards are displayed in the game interface. The first type of virtual cards are obtained through the card acquisition skill of the first virtual chess player, that is, the first type of virtual cards are chess player cards, and the second type of virtual cards are randomly distributed during the turn-based chess game game, that is, the second type of virtual cards include chess piece cards, equipment cards or effect cards. In response to the use operation of the first type of virtual card, the second animation is played in the game interface; in response to the use operation of the second type of virtual card, the use effect of the virtual card is displayed in the game interface.

[0301] Among them, the use effect of virtual cards refers to the result of using virtual cards directly displayed in the game interface. For example, the use effect of chess piece cards is to display the chess piece card converted into a chess piece on the virtual chessboard, or to display the chess piece card to improve the status of the chess piece placed on the virtual chessboard; the use effect of equipment cards is to equip the chess pieces on the virtual chessboard with virtual equipment; the use effect of effect cards is to equip the chess pieces on the virtual chessboard with skills, etc.

[0302] In an embodiment of the present application, during a round-based chess game, virtual cards are issued to a first virtual player in each round, and the first virtual player can obtain virtual cards through card acquisition skills. Only when using virtual cards obtained through card acquisition skills, the use process of the virtual cards can be displayed in the form of an animation, while for other types of virtual cards, only the use effect of the virtual cards is displayed. The use effects of different types of virtual cards are displayed separately, thereby enhancing the first virtual player's sense of participation in the round-based chess game, improving the display effect of the virtual card use process, and thus improving the player experience.

[0303] In the solution provided in the embodiment of the present application, the virtual chess player in the turn-based chess game has a card acquisition skill. In response to triggering the card acquisition skill of the virtual chess player, an animation is played to display the process of the virtual chess player acquiring the virtual card, and the virtual card finally acquired is displayed in the game interface. The played animation is used as feedback for the player triggering the card acquisition skill, so that the player can clearly feel the skill effect of the virtual chess player's card acquisition skill, thereby enhancing the first virtual chess player's sense of participation in the turn-based chess game game, improving the interaction effect between the virtual chess player and the player, improving the player's sense of substitution, and also improving the display effect of the virtual card acquisition process, thereby improving the player experience.

[0304] exist Figure 16 On the basis of the illustrated embodiment, in the embodiment of the present application, the card acquisition skill can provide the first virtual chess player with multiple card acquisition schemes, and the first virtual chess player can obtain virtual cards using any card acquisition scheme. The specific process is detailed in the following embodiment.

[0305] Figure 18 This is a flow chart of a method for displaying a game interface provided by an embodiment of the present application. Taking the method executed by a terminal as an example, Figure 18 As shown, the method includes:

[0306] 1801. The terminal displays a game interface of a turn-based chess game. The game interface displays a virtual chessboard, a first virtual chess player, and a card acquisition skill option. The first virtual chess player can place chess pieces on the virtual chessboard, and the chess pieces of the first virtual chess player can interact with the chess pieces of other virtual chess players on the virtual chessboard.

[0307] In the embodiment of the present application, the card acquisition skill option is used to trigger the card acquisition skill of the first virtual chess player. It should be noted that step 1801 is similar to step 1701 above and will not be described in detail here.

[0308] 1802. In response to a triggering operation on a card acquisition skill option, the terminal displays a plurality of candidate options, where different candidate options are used to obtain different virtual cards, and the virtual cards are used to be converted into chess pieces on a virtual chessboard or to adjust the status of chess pieces already placed on the virtual chessboard.

[0309] In an embodiment of the present application, a card acquisition skill option is used to trigger the card acquisition skill of the first virtual chess player, so that the first virtual chess player acquires a virtual card. The card acquisition skill option corresponds to multiple candidate options, each candidate option is equivalent to a card acquisition plan, and multiple candidate options are equivalent to multiple card acquisition plans. Different virtual cards are acquired according to different card acquisition plans. For example, one candidate option is used to acquire chess piece cards, another candidate option is used to acquire effect cards, and another candidate option is used to acquire equipment cards, etc.

[0310] In one possible implementation, step 1802 includes: the terminal displays multiple candidate options and indication information of each candidate option in response to a triggering operation on the card acquisition option, where the indication information of the candidate option is used to indicate the virtual card that can be obtained by the candidate option.

[0311] In an embodiment of the present application, in response to a triggering operation on a card acquisition option, multiple candidate options and indication information of each candidate option are displayed, so that the player can know the virtual cards that can be obtained by each candidate option by viewing the indication information of each candidate option, which is convenient for the player to choose and improves the efficiency of human-computer interaction.

[0312] 1803. In response to the triggering operation on the target candidate option, the terminal plays a first animation in the game interface, where the first animation is used to display the process of the first virtual chess player obtaining the virtual card corresponding to the target candidate option, where the target candidate option is any one of the multiple candidate options.

[0313] In an embodiment of the present application, different candidate options are used to trigger different card acquisition schemes, and different card acquisition schemes correspond to different animations. In response to the triggering operation of any candidate option, the corresponding animation is played in the game interface to show the process of the first virtual chess player obtaining the corresponding virtual card, thereby enhancing the first virtual chess player's sense of participation in the turn-based chess game, improving the interaction effect between the virtual chess player and the player, improving the player's sense of immersion, and also improving the display effect of the virtual card acquisition process, thereby improving the player experience.

[0314] In one possible implementation, step 1803 includes: the terminal sends an animation acquisition request to the server in response to a trigger operation on the target candidate option, the animation acquisition request is used to obtain the animation corresponding to the target candidate option, the server responds to the animation acquisition request, obtains the first animation, sends the first animation to the terminal, the terminal receives the first animation, and plays the first animation in the game interface.

[0315] In an embodiment of the present application, the server stores animations corresponding to different card acquisition schemes. When a target candidate option is triggered, the server interacts with the server to obtain the corresponding animation and displays it, which can enrich the types of animations and improve the animation playback effect.

[0316] It should be noted that the embodiment of the present application is explained by taking the example of a card acquisition skill option corresponding to multiple candidate options. In another embodiment, there is no need to execute the above steps 1802-1803, but other methods are adopted. In response to the first virtual chess player's card acquisition skill being triggered, a first animation is played in the game interface, and the first animation is used to display the process of the first virtual chess player obtaining the virtual card.

[0317] 1804. When the first animation ends, the terminal displays the obtained virtual cards in the game interface.

[0318] It should be noted that step 1804 is similar to step 1703 above and will not be described again here.

[0319] In the solution provided in the embodiment of the present application, the virtual chess player in the turn-based chess game has a card acquisition skill. In response to triggering the card acquisition skill of the virtual chess player, an animation is played to display the process of the virtual chess player acquiring the virtual card, and the virtual card finally acquired is displayed in the game interface. The played animation is used as feedback for the player triggering the card acquisition skill, so that the player can clearly feel the skill effect of the virtual chess player's card acquisition skill, thereby enhancing the first virtual chess player's sense of participation in the turn-based chess game game, improving the interaction effect between the virtual chess player and the player, improving the player's sense of substitution, and also improving the display effect of the virtual card acquisition process, thereby improving the player experience.

[0320] In the above Figures 16 to 18 On the basis of the embodiment shown, in the embodiment of the present application, the chess pieces in the virtual chess board can interact with each other, and during the process of the interaction of the chess pieces in the virtual chess board, the virtual chess player can also interact with the chess pieces in the virtual chess board, that is, the method also includes: during the process of the interaction of the chess pieces in the virtual chess board, in response to the triggering operation of the interactive skill option displayed in the game interface, the first virtual chess player is displayed in the game interface to interact with the chess pieces in the virtual chess board.

[0321] In an embodiment of the present application, an interactive skill option is also displayed in the game interface. This interactive skill option is used to trigger the interactive skill of the first virtual chess player, so that the first virtual chess player can interact with the chess pieces on the virtual chess board. During the process of the chess pieces on the virtual chess board interacting, by triggering the interactive skill option, the first virtual chess player can be displayed in the game interface interacting with the chess pieces on the virtual chess board, allowing the first virtual chess player to participate in the interaction between the chess pieces, thereby enhancing the virtual chess player's sense of participation and improving the interactive effect of the virtual chess player during the game.

[0322] Optionally, a round includes a preparation phase and a battle phase. In the battle phase, the chess pieces of the first virtual chess player are displayed in the game interface interacting with the chess pieces of other virtual chess players on the virtual chess board. In response to a triggering operation of an interactive skill option displayed in the game interface, the first virtual chess player is displayed in the game interface interacting with the chess pieces on the virtual chess board.

[0323] In an embodiment of the present application, the virtual chess player can not only place virtual chess pieces on the virtual chess board during the preparation phase, but also, during the battle phase, the virtual chess player can participate in the interaction between the chess pieces on the virtual chess board, so as to enhance the virtual chess player's sense of participation and improve the interactive effect of the virtual chess player during the game.

[0324] For example, during the battle phase, the game interface shows the battle between the own chess pieces and the enemy chess pieces. The player triggers the interactive skill option of the virtual chess player through the terminal, and the interactive skill of the virtual chess player is triggered. The virtual chess player can attack the enemy chess pieces, or increase the gain effect for the own chess pieces.

[0325] Optionally, the interaction process includes: during the interaction of chess pieces on the virtual chess board, in response to the triggering operation of the interactive skill option, in the game interface, displaying the first virtual chess player entering the virtual chess board and interacting with the chess pieces on the virtual chess board.

[0326] In an embodiment of the present application, during the interaction of chess pieces on a virtual chess board, the first virtual chess player is located outside the virtual chess board. When the interactive skill of the first virtual chess player is triggered, the first virtual chess player can enter the virtual chess board from outside the virtual chess board and interact with the chess pieces on the virtual chess board, so that the first virtual chess player can interact with the chess pieces on the virtual chess board, thereby enhancing the first virtual chess player's sense of participation in the turn-based chess game and improving the interaction effect between the virtual chess player and the player.

[0327] For example, a round of a turn-based chess game includes multiple rounds, each round includes a preparation phase and a battle phase. In each preparation phase, the player can control the virtual chess player to place chess pieces on the virtual chessboard through the terminal. In the battle phase, the chess pieces of the two virtual chess players on the virtual chessboard start to attack automatically. The player can also trigger the interactive skills of the virtual chess player through the terminal, allowing the virtual chess player to enter the virtual chessboard from outside the virtual chessboard and interact with the chess pieces on the virtual chessboard.

[0328] In the above Figures 16 to 18 On the basis of the illustrated embodiment, in an embodiment of the present application, the game interface includes an identification display area, in which multiple player identifications are also displayed, and the multiple player identifications indicate multiple virtual players participating in the same game; the method also includes: in response to a skill release instruction to the second virtual player, playing a third animation at the display position of the player identification of the second virtual player, the third animation is used to display the process of the second virtual player releasing the skill, and the second virtual player is any virtual player among the multiple virtual players except the first virtual player.

[0329] In an embodiment of the present application, the multiple virtual chess players include a first virtual chess player and a second virtual chess player. The first virtual chess player is a virtual chess player controlled by the local terminal, while the second virtual chess player is a virtual chess player controlled by another terminal. When the card acquisition skill of any virtual chess player is triggered, the virtual chess player can obtain more virtual cards. In response to the skill release instruction for the second virtual chess player, a third animation is played at the display position of the chess player identifier of the second virtual chess player to show the process of the second virtual chess player releasing the skill, so that other players participating in the same game can view it and thus can arrange the chess pieces more specifically, thereby enhancing the interactivity between different chess players and improving the player experience.

[0330] The third animation may be any type of animation, for example, a 2D or 3D animation. The skill release command for the second virtual player is triggered by acquiring a skill from the second virtual player's card, or by another skill of the second virtual player. The third animation includes the animation of the virtual player releasing the skill and the skill name. The display position of the second virtual player's player identifier refers to the position of the second virtual player's player identifier in the identifier display area.

[0331] Optionally, taking the first terminal as the terminal for controlling the first virtual chess player and the second terminal as the terminal for controlling the second virtual chess player as an example, the process of the terminal obtaining the skill release instruction includes: the second terminal sends the skill release instruction to the server in response to the skill of the second virtual object being triggered, the server receives the skill release instruction, and synchronizes the skill release instruction to the first terminal, and the first terminal responds to the skill release instruction and plays the third animation at the display position of the chess player identifier of the second virtual chess player.

[0332] In an embodiment of the present application, the first terminal and the second terminal are terminals participating in the same turn-based chess game. When the virtual chess player controlled by any terminal releases a skill, the server can transmit animations to other terminals participating in the same turn-based chess game so that the other terminals can play animations to enhance the release of skills of other virtual chess players, thereby improving the interactivity between different virtual chess players and improving the user experience.

[0333] Optionally, the process of the first terminal obtaining the third animation includes: the server receives the skill release instruction sent by the second terminal, obtains the third animation, and sends the third animation to the first terminal, so that the corresponding terminal plays the third animation at the display position of the player identifier of the second virtual chess player.

[0334] Optionally, when multiple other virtual chess players release skills, animations of each virtual chess player releasing skills will be played in sequence in the identification display area. That is, the method also includes: in the process of playing the third animation in the identification display area, in response to the skill release instruction of the third virtual chess player, obtaining a fourth animation, the fourth animation is used to display the process of the third virtual chess player releasing skills, the third virtual chess player is any virtual chess player among the multiple virtual chess players except the first virtual chess player and the second virtual chess player; when the third animation is completed, playing the fourth animation in the identification display area.

[0335] In an embodiment of the present application, if the fourth animation is obtained during the playing of the third animation, the fourth animation will be played only after the third animation is finished, so as to avoid playing multiple animations simultaneously in the display area and causing the animations to affect each other, thereby ensuring the animation playback effect.

[0336] Optionally, during the process of playing the third animation in the identification display area, the terminal will add the acquired animation to the waiting queue so that it can be played in sequence according to the order of the animations in the waiting queue. That is, the method also includes: during the process of playing the third animation in the identification display area, in response to the skill release instruction of the third virtual chess player, acquiring the fourth animation and adding the fourth animation to the waiting queue; when the third animation is completed, playing the animation ranked first in the waiting queue in the identification display area.

[0337] The waiting queue is used to store the animation to be played in the identification display area, that is, the waiting queue is used to store the animation of other virtual chess players releasing skills.

[0338] In an embodiment of the present application, the waiting queue is used to store the animations to be played in the identification display area, so that the animations in the waiting queue can be played in sequence according to the order of the animations in the waiting queue to ensure the animation playback effect.

[0339] Based on the solution provided in the embodiment of the present application, the embodiment of the present application also provides a flowchart of a method for displaying a game interface, such as Figure 19 and Figure 20 As shown, the method includes:

[0340] Step 1. The player clicks on the card through the terminal to obtain skill options.

[0341] Step 2: The terminal determines whether the energy value of the first virtual chess player can meet the consumption of the card acquisition skill; if yes, proceed to step 3; if not, display the first prompt information to prompt that the energy value is insufficient.

[0342] Step 3: The terminal determines whether the card acquisition skill of the first virtual chess player is in cooling. If not, the process proceeds to step 4; if yes, a second prompt message is displayed to indicate that the card acquisition skill of the first virtual chess player is in cooling.

[0343] Step 4: The terminal detects whether there are multiple candidate options corresponding to the card acquisition skill option. If so, proceed to step 5; if not, proceed to step 6.

[0344] Step 5: The terminal pops up an option interface, which displays multiple candidate options and instruction information for each candidate option. The player clicks on any candidate option through the terminal to proceed to step 6.

[0345] Step 6: The terminal switches to the animation playback interface and plays the 3D animation in full screen to show the process of the first virtual chess player obtaining the virtual card; when the 3D animation playback ends, the original game interface is switched to be displayed.

[0346] For example, in the animation playback interface, the animation is played in full screen. Figure 21 shown.

[0347] Step 7: When the card acquisition skill of the second virtual chess player participating in the same game is triggered, the terminal obtains a 2D animation to show the process of the second virtual chess player releasing the card acquisition skill to obtain a virtual card.

[0348] Step 8: If the logo display area is currently playing an animation, the terminal adds the 2D animation to the waiting queue and then executes step 9; if the logo display area is currently not playing an animation, the terminal plays the 2D animation in the logo display area.

[0349] like Figure 22 As shown, 2D animation 2201 is played in the logo display area of the game interface.

[0350] Step 9: When the animation in the identification display area is finished, the terminal determines whether there is any unplayed animation in the candidate queue. If so, the process proceeds to step 10.

[0351] Step 10: Play the animation of the candidate queue that is ranked first in the identification display area.

[0352] The present application embodiment proposes a method for expressing the release of skills by players in a turn-based chess game. When a virtual player releases a card to acquire a skill, the terminal will switch to the animation playback interface and play a 3D animation in full screen mode to reflect the process of the virtual player represented by the 3D model releasing a card to acquire a skill to acquire a virtual card. At the same time, other terminals will play a 2D animation in the game's leaderboard display area to indicate which virtual player has released a card to acquire a skill. In this way, the expression effect of the virtual player releasing a skill can be greatly improved, allowing players to pay attention to the virtual player representing the player in the turn-based chess game, allowing players to have a stronger sense of substitution when playing the virtual player. At the same time, playing a 2D animation of the virtual player releasing a card to acquire a skill to acquire a virtual card in the leaderboard display area can also let other players know which virtual player has released a card to acquire a skill, making the entire game match information more transparent and facilitating other players to learn more about the virtual player's skills, thereby learning and mastering the player's gameplay. This expression scheme allows players to clearly feel the effect of the virtual player's skills, enrich the image of the virtual player in the battle, and enhance the player's sense of substitution. In addition, through the transmission of skill information on the ranking list, other players can also know the information about the skills released by other virtual chess players. The skill information of virtual chess players is more transparent, which also lowers the threshold for players to learn chess.

[0353] Figure 23 This is a structural diagram of a game interface display device provided by an embodiment of the present application. Figure 23 As shown, the device includes:

[0354] Display module 2301, for displaying a game interface of a turn-based chess game, wherein the game interface displays a virtual chessboard and a first virtual chess player. The first virtual chess player can place chess pieces on the virtual chessboard, and the chess pieces of the first virtual chess player can interact with the chess pieces of other virtual chess players on the virtual chessboard;

[0355] The display module 2301 is further configured to play a first animation in the game interface in response to the first virtual chess player's card acquisition skill being triggered, wherein the first animation is configured to display a process of the first virtual chess player acquiring a virtual card, where the virtual card is used to be converted into a chess piece on the virtual chess board or to adjust the status of a chess piece already placed on the virtual chess board;

[0356] The display module 2301 is further configured to display the acquired virtual cards in the game interface when the first animation ends.

[0357] In one possible implementation, the display module 2301 is used to play a first animation in the game interface in response to the card acquisition skill being triggered when the first energy value is not less than the second energy value, where the first energy value is the energy value currently possessed by the first virtual chess player, and the second energy value is the energy value consumed by the first virtual chess player to release the card acquisition skill.

[0358] In another possible implementation, a card acquisition skill option is also displayed in the game interface; the display module 2301 is used to display multiple candidate options in response to the trigger operation of the card acquisition option, and different candidate options are used to obtain different virtual cards; in response to the trigger operation of the target candidate option, a first animation is played in the game interface, and the first animation is used to display the process of the first virtual chess player obtaining the virtual card corresponding to the target candidate option, and the target candidate option is any one of the multiple candidate options.

[0359] In another possible implementation, the card acquisition skill is triggered when the first virtual chess player meets the card acquisition condition, and the card acquisition condition includes at least one of the following:

[0360] The number of virtual cards used by the first virtual chess player reaches a first threshold;

[0361] The first virtual chess player lost the previous round;

[0362] The level of the first virtual chess player reaches a second threshold;

[0363] The first virtual chess player's level is upgraded;

[0364] The first virtual chess player wins multiple rounds in a row.

[0365] In another possible implementation, the display module 2301 is further configured to play a second animation in the game interface in response to an operation of using the virtual card, where the second animation is configured to display the process of the first virtual chess player using the virtual card.

[0366] In another possible implementation, when a virtual card is used to be converted into a chess piece on a virtual chess board, the second animation is used to show the process of the first virtual chess player placing the virtual card on the virtual chess board to convert it into a chess piece; or,

[0367] In the case where the virtual cards are used to adjust the status of chess pieces placed on the virtual chess board, the second animation is used to display the process of the first virtual chess player using the virtual cards to adjust the status of chess pieces placed on the virtual chess board.

[0368] In another possible implementation, the display module 2301 is further used to display the first virtual chess player interacting with the chess pieces on the virtual chess board in the game interface in response to a triggering operation on an interactive skill option during the interaction between the chess pieces on the virtual chess board.

[0369] In another possible implementation, the display module 2301 is also used to display, in the game interface, the first virtual chess player entering the virtual chess board and interacting with the chess pieces on the virtual chess board in response to a triggering operation on an interactive skill option during the interaction between the chess pieces on the virtual chess board.

[0370] In another possible implementation, the game interface includes an identification display area, in which multiple player identifications are displayed, and the multiple player identifications indicate multiple virtual players participating in the same game; the display module 2301 is also used to respond to a skill release instruction to the second virtual player, and play a third animation at the display position of the second virtual player's player identification. The third animation is used to display the process of the second virtual player releasing the skill. The second virtual player is any virtual player among the multiple virtual players except the first virtual player.

[0371] In another possible implementation, the display module 2301 is also used to obtain a fourth animation in response to a skill release instruction to the third virtual chess player during the process of playing the third animation in the identification display area. The fourth animation is used to display the process of the third virtual chess player releasing the skill. The third virtual chess player is any virtual chess player among the multiple virtual chess players except the first virtual chess player and the second virtual chess player. When the third animation is completed, the fourth animation is played in the identification display area.

[0372] It should be noted that the game interface display device provided in the above embodiment is merely an example of the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. Furthermore, the game interface display device provided in the above embodiment and the game interface display method embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0373] An embodiment of the present application also provides a computer device, which includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the game interface display method of the above embodiment.

[0374] Optionally, the computer device is provided as a terminal. Figure 24FIG2 shows a block diagram of a terminal 2400 provided by an exemplary embodiment of the present application. The terminal 2400 includes a processor 2401 and a memory 2402 .

[0375] The processor 2401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2401 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 2401 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 2401 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 2401 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0376] Memory 2402 may include one or more computer-readable storage media, which may be non-transitory. Memory 2402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 2402 is used to store at least one computer program, which is executed by processor 2401 to implement the game interface display method provided in the method embodiment of the present application.

[0377] In some embodiments, terminal 2400 may optionally include a peripheral device interface 2403 and at least one peripheral device. Processor 2401, memory 2402, and peripheral device interface 2403 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 2403 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 2404, a display screen 2405, a camera assembly 2406, an audio circuit 2407, and a power supply 2408.

[0378] The peripheral device interface 2403 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 2401 and the memory 2402. In some embodiments, the processor 2401, the memory 2402, and the peripheral device interface 2403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2401, the memory 2402, and the peripheral device interface 2403 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0379] RF circuit 2404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. RF circuit 2404 communicates with communication networks and other communication devices via electromagnetic signals. RF circuit 2404 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. RF circuit 2404 optionally 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. RF circuit 2404 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, RF circuit 2404 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0380] The display screen 2405 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 2405 is a touch screen display, the display screen 2405 also has the ability to collect touch signals on the surface or above the surface of the display screen 2405. The touch signal can be input as a control signal to the processor 2401 for processing. At this time, the display screen 2405 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 2405, which is set on the front panel of the terminal 2400; in other embodiments, there can be at least two display screens 2405, which are respectively set on different surfaces of the terminal 2400 or in a folding design; in other embodiments, the display screen 2405 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal 2400. Even more, the display screen 2405 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 2405 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0381] The camera assembly 2406 is used to capture images or videos. Optionally, the camera assembly 2406 includes a front camera and a rear camera. 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 2406 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. The 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.

[0382] The audio circuit 2407 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 2401 for processing, or input into the radio frequency circuit 2404 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 terminal 2400. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 2401 or the radio frequency circuit 2404 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 ranging. In some embodiments, the audio circuit 2407 may also include a headphone jack.

[0383] Power supply 2408 is used to power various components in terminal 2400. Power supply 2408 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 2408 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.

[0384] Those skilled in the art will understand that Figure 24 The structure shown in the figure does not constitute a limitation on the terminal 2400, and the terminal 2400 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0385] Optionally, the computer device is provided as a server. Figure 25 2 is a schematic diagram of the structure of a server provided in an embodiment of the present application. The server 2500 may vary significantly due to different configurations or performances, and may include one or more processors (Central Processing Units, CPUs) 2501 and one or more memories 2502. The memories 2502 store at least one computer program, which is loaded and executed by the processor 2501 to implement the methods provided in the above-mentioned various method embodiments. Of course, the server may also have components such as a wired or wireless network interface, a keyboard, and input / output interfaces for input and output. The server may also include other components for implementing device functions, which will not be described in detail here.

[0386] An embodiment of the present application also provides a computer-readable storage medium, which stores at least one computer program. The at least one computer program is loaded and executed by a processor to implement the operations performed by the game interface display method of the above embodiment.

[0387] An embodiment of the present application also provides a computer program product, including a computer program, which, when executed by a processor, implements the operations performed by the game interface display method of the above embodiment.

[0388] 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 may be accomplished by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.

[0389] The above description is merely an optional embodiment of the embodiments of the present application and is not intended to limit the embodiments of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the embodiments of the present application shall be included in the scope of protection of the present application.

Claims

1. A game interface display method, characterized in that: The method comprises: Displaying a game interface of a turn-based chess game, wherein the game interface displays a virtual chessboard and a first virtual chess player, wherein the first virtual chess player can place chess pieces on the virtual chessboard, and the chess pieces of the first virtual chess player can interact with the chess pieces of other virtual chess players on the virtual chessboard; In response to the first virtual chess player's card acquisition skill being triggered, playing a first animation in the game interface, the first animation being used to show the first virtual chess player acquiring a virtual card, the virtual card being used to transform into a chess piece on the virtual chess board or to adjust the status of a chess piece already placed on the virtual chess board; When the first animation ends, the acquired virtual cards are displayed in the game interface.

2. The method according to claim 1, characterized in that In response to the first virtual chess player's card acquisition skill being triggered, playing a first animation in the game interface includes: When the first energy value is not less than the second energy value, in response to the card acquisition skill being triggered, the first animation is played in the game interface, the first energy value is the energy value currently possessed by the first virtual chess player, and the second energy value is the energy value consumed by the first virtual chess player to release the card acquisition skill.

3. The method according to claim 1, characterized in that The game interface also displays a card acquisition skill option; in response to the first virtual chess player's card acquisition skill being triggered, playing a first animation in the game interface includes: In response to a triggering operation on the card acquisition skill option, a plurality of candidate options are displayed, wherein different candidate options are used to obtain different virtual cards; In response to the triggering operation of the target candidate option, the first animation is played in the game interface, and the first animation is used to display the process of the first virtual chess player obtaining the virtual card corresponding to the target candidate option, and the target candidate option is any one of the multiple candidate options.

4. The method according to claim 1, wherein The card acquisition skill is triggered when the first virtual chess player meets a card acquisition condition, and the card acquisition condition includes at least one of the following: The number of virtual cards used by the first virtual chess player reaches a first threshold; The first virtual chess player lost in the previous round; The level of the first virtual chess player reaches a second threshold; The level of the first virtual chess player is improved; The first virtual chess player wins in multiple consecutive rounds.

5. The method according to claim 1, characterized in that When the first animation ends, after displaying the acquired virtual card in the game interface, the method further includes: In response to the use operation of the virtual card, a second animation is played in the game interface, and the second animation is used to display the process of the first virtual chess player using the virtual card.

6. The method according to claim 5, characterized in that In the case where the virtual card is used to be converted into a chess piece on the virtual chess board, the second animation is used to display a process in which the first virtual chess player places the virtual card on the virtual chess board to convert it into a chess piece; or In the case where the virtual card is used to adjust the state of the chess piece placed on the virtual chess board, the second animation is used to display the process of the first virtual chess player using the virtual card to adjust the state of the chess piece placed on the virtual chess board.

7. The method according to claim 1, characterized in that The game interface also displays an interactive skill option; after displaying the game interface of the turn-based chess game, the method further includes: During the process of interaction between chess pieces on the virtual chess board, in response to a triggering operation on the interactive skill option, the first virtual chess player is displayed in the game interface interacting with the chess pieces on the virtual chess board.

8. The method according to claim 7, characterized in that During the process of interacting with the chess pieces on the virtual chess board, in response to a triggering operation on the interactive skill option, displaying the first virtual chess player interacting with the chess pieces on the virtual chess board in the game interface, including: During the process of interacting with the chess pieces on the virtual chess board, in response to the triggering operation of the interactive skill option, the game interface displays the first virtual chess player entering the virtual chess board and interacting with the chess pieces on the virtual chess board.

9. The method according to claim 1, characterized in that The game interface includes an identification display area, wherein a plurality of player identifications are further displayed in the identification display area, and the plurality of player identifications indicate a plurality of virtual players participating in the same game; the method further includes: In response to a skill release instruction for the second virtual chess player, a third animation is played at the display position of the chess player identifier of the second virtual chess player. The third animation is used to display the process of the second virtual chess player releasing the skill. The second virtual chess player is any virtual chess player among the multiple virtual chess players except the first virtual chess player.

10. The method according to claim 9, characterized in that The method further comprises: During the playing of the third animation in the identification display area, in response to a skill release instruction for a third virtual chess player, a fourth animation is acquired, wherein the fourth animation is used to display a process of the third virtual chess player releasing a skill, and the third virtual chess player is any virtual chess player among the multiple virtual chess players except the first virtual chess player and the second virtual chess player; When the third animation is finished playing, the fourth animation is played in the logo display area.

11. A game interface display device, characterized in that: The device comprises: a display module for displaying a game interface of a turn-based chess game, wherein the game interface displays a virtual chessboard and a first virtual chess player, wherein the first virtual chess player can place chess pieces on the virtual chessboard, and the chess pieces of the first virtual chess player can interact with the chess pieces of other virtual chess players on the virtual chessboard; The display module is further configured to play a first animation in the game interface in response to the first virtual chess player's card acquisition skill being triggered, wherein the first animation is configured to display a process of the first virtual chess player acquiring a virtual card, wherein the virtual card is configured to be converted into a chess piece on the virtual chess board or to adjust the status of a chess piece already placed on the virtual chess board; The display module is further configured to display the acquired virtual cards in the game interface when the first animation ends.

12. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the game interface display method according to any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that The computer-readable storage medium stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the game interface display method according to any one of claims 1 to 10.

14. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the operations performed by the game interface display method according to any one of claims 1 to 10 are implemented.