Display method and device for virtual chess piece array arrangement, equipment, medium and product
By displaying the opponent's chess game arrangement in real time in the auto-chess game, the game lag caused by players' repeated switching perspectives is solved, the efficiency and accuracy of chess layout information is improved, and the equipment burden is reduced.
Patent Information
- Application Number
- CN202410178054.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-02-08
- Publication Date
- 2025-08-08
AI Technical Summary
In auto-chess games, players need to repeatedly switch perspectives to observe the opponent's chess piece arrangement, resulting in stuttering of the game screen and increasing the burden on computer equipment.
It provides a method for displaying virtual chess game arrangement. By displaying changes in chess game arrangement of the second account in real time in the chess board area of the first account, the burden of player memory and mirror adjustment is reduced, and the operating load of computer equipment is reduced.
It improves the efficiency and accuracy of players' acquisition of chess piece arrangement information, reduces the lag in the game screen, and saves computer resources.
Smart Images

Figure CN120437594A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a method, apparatus, device, medium, and product for displaying a virtual chess piece arrangement. Background Art
[0002] Auto Chess is a genre of tactical strategy video games, often featuring elements similar to chess. Auto Chess is played as follows: Player accounts are matched against each other. Before a match begins, players place virtual chess pieces purchased from the store onto the board, where they engage in virtual combat. Once the match begins, the virtual chess pieces from different accounts automatically battle against each other without further player interaction. Therefore, the optimal placement of the virtual chess pieces is crucial to victory.
[0003] In related technologies, players can switch to the perspective of the opposing player to observe the arrangement of the virtual chess pieces owned by the opposing player, so as to plan the arrangement of their own virtual chess pieces.
[0004] However, players need to repeatedly switch perspectives when memorizing the arrangement of virtual chess pieces, which will cause the game screen to freeze, put a burden on computer operation, and consume more computing resources when loading the screen. Summary of the Invention
[0005] The embodiments of the present application provide a method, apparatus, device, medium, and product for displaying virtual chess piece layouts, which enable players to directly observe the virtual chess piece layouts of their opponents, thereby reducing the burden on computer equipment operation. The technical solution is as follows:
[0006] In one aspect, a method for displaying a virtual chess piece arrangement is provided, the method comprising:
[0007] Displaying a virtual game interface for a first account in a turn-based chess game, the virtual game interface including a hand area and a first chessboard area, the hand area displaying at least one card, the card being used to place virtual chess pieces in the first chessboard area, the virtual chess pieces in the first chessboard area being used to participate in a turn-based virtual battle based on a matchup arrangement;
[0008] During the preparation phase of the nth round of the virtual battle, in response to receiving a display operation for a second account, displaying the second account's virtual chess piece arrangement in the first chessboard area, where n is a positive integer, and the second account's virtual chess piece arrangement is the arrangement of the second account's chess pieces deployed in the second chessboard area, which is the area displayed in the second account's virtual game interface;
[0009] In response to a change in the virtual chess piece arrangement in the second chessboard area of the second account, the virtual chess piece arrangement in the first chessboard area of the second account is updated in real time.
[0010] In another aspect, a device for displaying a virtual chess piece arrangement is provided, the device comprising:
[0011] a game interface display module, configured to display a virtual game interface of a first account in a turn-based chess game, the virtual game interface comprising a hand area and a first chessboard area, the hand area displaying at least one card, the card being used to place virtual chess pieces in the first chessboard area, the virtual chess pieces in the first chessboard area being used to participate in a turn-based virtual battle based on a matchup arrangement;
[0012] an arrangement display module, configured to, in response to receiving an arrangement display operation for a second account during a preparation phase for an nth round of virtual battle, display the virtual chess piece arrangement of the second account in the first chessboard area, wherein n is a positive integer, the virtual chess piece arrangement of the second account is the arrangement of chess pieces deployed by the second account in the second chessboard area, and the second chessboard area is the area displayed in the virtual game interface of the second account;
[0013] The updating display module is configured to update the virtual chess piece arrangement of the second account in the first chessboard area in real time in response to a change in the virtual chess piece arrangement in the second chessboard area of the second account.
[0014] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement a method for displaying a virtual chess piece arrangement as described in any of the above-mentioned embodiments of the present application.
[0015] On the other hand, a computer-readable storage medium is provided, wherein the storage medium stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement a method for displaying a virtual chess piece arrangement as described in any of the above-mentioned embodiments of the present application.
[0016] In another aspect, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the method for displaying a virtual chess piece arrangement as described in any of the above embodiments.
[0017] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:
[0018] The virtual game interface for the first account is displayed. During the preparation phase for the nth round of the virtual game, a layout display operation for the second account is received. The second account's virtual chess piece layout can be intuitively displayed in the first chessboard area of the first account, improving the player's efficiency in understanding chess piece layout information. This eliminates the need for players to repeatedly switch between different account perspectives, allowing them to directly observe the virtual chess piece layouts of different accounts. This reduces the burden on the computer's operating system, reduces game screen lag, and conserves computer resources. Compared to related art, the method of switching to another player's account perspective to obtain chess piece layout information from a mirrored perspective and then switching back to their own account perspective reduces the burden on players to memorize and adjust chess piece layouts, thereby improving the accuracy of the results obtained. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0020] Figure 1 This is a structural block diagram of a computer system provided by one embodiment of the present application;
[0021] 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;
[0022] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided by an embodiment of the present application;
[0023] Figure 4 This is a card diagram of a chess piece card provided by one embodiment of the present application;
[0024] Figure 5 This is a card diagram of an effect card provided by one embodiment of the present application;
[0025] Figure 6 This is a card diagram of an equipment card provided by an embodiment of the present application;
[0026] Figure 7 This is a card diagram of a chess player card provided by one embodiment of the present application;
[0027] 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;
[0028] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application;
[0029] Figure 10 This is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;
[0030] 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;
[0031] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0032] Figure 13 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0033] Figure 14 This is a schematic diagram of a game interface during the battle phase provided by one embodiment of the present application;
[0034] Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application;
[0035] Figure 16 This is a flow chart of a method for displaying a virtual chess piece arrangement according to an embodiment of the present application;
[0036] Figure 17 This is a schematic diagram of a virtual game interface of a first account provided by an embodiment of the present application;
[0037] Figure 18 This is a schematic diagram of the arrangement of virtual chess pieces of a second account from different account perspectives, provided by one embodiment of the present application;
[0038] Figure 19 This is a schematic diagram of the effect of displaying the arrangement of virtual chess pieces of different accounts in the first chessboard area before and after receiving the arrangement display operation for the second account, provided by one embodiment of the present application;
[0039] Figure 20This is a schematic diagram of a process for displaying a virtual chess piece arrangement of a second account through a triggering operation provided by an embodiment of the present application;
[0040] Figure 21 This is a schematic diagram of a frozen display of a second account's virtual chess piece arrangement provided by an embodiment of the present application;
[0041] Figure 22 is a flowchart of a method for displaying a virtual chess piece arrangement provided by another embodiment of the present application;
[0042] Figure 23 This is a schematic diagram showing a restraint relationship indicator element between a first virtual chess piece and a second virtual chess piece provided by one embodiment of the present application;
[0043] Figure 24 This is a flow chart of a method for displaying virtual chess pieces with a matchup relationship provided by one embodiment of the present application;
[0044] Figure 25 This is a schematic diagram of displaying a second virtual chess piece in a second sub-area after selecting a first virtual chess piece provided by an embodiment of the present application;
[0045] Figure 26 is a schematic diagram of adjusting the arrangement of virtual chess pieces of a first account provided by an exemplary embodiment of the present application;
[0046] Figure 27 This is a structural block diagram of a display device for virtual chess piece arrangement provided by an exemplary embodiment of the present application;
[0047] Figure 28 is a structural block diagram of a display device for virtual chess piece arrangement provided by another exemplary embodiment of the present application;
[0048] Figure 29 It is a structural block diagram of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0049] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0050] Exemplary embodiments will be described in detail herein, with examples illustrated in the accompanying drawings. In the following description, when referring to the drawings, identical numerals in different figures represent identical or similar elements, unless otherwise indicated. The embodiments described in the following exemplary embodiments are not intended to represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
[0051] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. As used in this application and the appended claims, the singular forms "a," "an," "the," and "the" are intended to include the plural forms, unless the context clearly indicates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
[0052] It should be understood that although the terms first, second, etc. may be used in this application to describe various information, these information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".
[0053] First, the nouns involved in the embodiments of this application are introduced:
[0054] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged layout. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game usually adopts a turn-based system. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is deemed the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optional, turn-based chess games include Auto Chess.
[0055] 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).
[0056] 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.
[0057] 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.
[0058] 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.
[0059] Cards: A common term for a game genre, originating from tabletop games. Unlike chess, where players manipulate chess pieces directly, cards represent game content on cards. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting hero resources into card resources, making it easier for players to understand and categorize card effects, and to carry more diverse information.
[0060] 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.
[0061] 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.
[0062] Player: refers to a virtual character played by the player. Each player has different special abilities that can help the player to play the game better.
[0063] 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 .
[0064] 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.
[0065] 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.
[0066] 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 that round.
[0067] 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.
[0068] 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.
[0069] 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.
[0070] 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.
[0071] 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.
[0072] In an illustrative example, server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. Processor 122 is configured to load instructions stored in server 120 and process data in user account database 123 and battle service module 124. User account database 123 is configured to store user account data used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where user accounts are located. Battle service module 124 is configured to provide multiple battle rooms for users to engage in battles. User-facing I / O interface 125 is configured to establish communication and exchange data with first terminal 110 and / or second terminal 130 via a wireless or wired network.
[0073] 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.
[0074] 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.
[0075] The method includes:
[0076] Step 220: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area, wherein the hand area displays at least one card;
[0077] The game interface is where two player objects play against each other in a turn-based chess game. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player.
[0078] Combined with reference Figure 3 The game interface includes a chessboard area 10 and a hand area 11.
[0079] The chessboard area 10 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array. These chess squares 12 are always displayed or displayed only at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates the chessboard area 10 as a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this context refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.
[0080] The hand area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.
[0081] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, and the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. When the upper limit is exceeded, the excess cards are discarded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.
[0082] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.
[0083] Step 240: In the preparation phase, in response to the play operation of at least one card, perform preparation operations related to the own side;
[0084] 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.
[0085] At least one local chess piece is a virtual chess piece that has participated in at least one round (including the current round). If the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece, displayed as a two-dimensional icon or two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece, displayed as a three-dimensional model or three-dimensional image. In the initial state, there may be zero local chess pieces on the chessboard area, and the local player object can add, delete, or supplement the chessboard area. Local chess pieces that did not die in the previous round are automatically carried over to the next round.
[0086] 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.
[0087] 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.
[0088] 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.
[0089] 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.
[0090] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.
[0091] 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.
[0092] 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.
[0093] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.
[0094] 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.
[0095] Classification of card types:
[0096] In some embodiments, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a player card.
[0097] Chess Cards:
[0098] Pawn cards are used to summon your own pieces in the chessboard area or upgrade the piece level of your own pieces. Figure 4 A schematic diagram of a chess piece card is shown. The chess piece card displays at least one of the following information: a chess piece image 21, a chess piece name 22, the energy consumed when the card is played 23, the chess piece type or faction 24 to which the chess piece belongs, the level increased by the chess piece after the card is played 25, and a description of the chess piece's additional effects 26.
[0099] The chess piece image 21 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of a virtual chess piece. Figure 4 In the example, the chess piece image 21 is a bust of a virtual chess piece.
[0100] The chess piece name 22 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.
[0101] The energy value 23 refers to the energy required to play this chess piece. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities requires different amounts of energy. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively.
[0102] Piece Type 24 is a categorization attribute that identifies the role a piece plays during combat. In one example, different pieces can be classified as at least one of the following: Tank, Warrior, Assassin, Mage, Shooter, or Support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual worldview. In one example, different pieces can be classified into at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the same Great Wall Guards in the virtual worldview both belong to the Great Wall Faction. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as different categorization attributes as an example.
[0103] The level 25 that a piece is upgraded to after a card is played refers to the level that is increased after the card is played, if a piece with the same name (i.e., the same piece) already exists on the board. For example, if level 25 is 3 and the piece with the same name was originally at level 2, then after playing this card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the same piece to different levels after being played. For example, five different quality cards can upgrade the same piece to levels 1, 2, 3, 4, and 5, respectively.
[0104] The additional effect description 26 of a chess piece is a description of the additional effect possessed by the chess piece. This additional effect can be triggered upon playing, or it can be activated when a trigger condition is met during the game. For example, chess piece 1 has an exclusive skill: when chess piece 1 is on the board, whenever another chess piece on the board is sold, a randomly selected chess piece of the "tank" type on the board is randomly selected, and the level of the randomly selected chess piece is increased by a first value, which is half the level of the sold chess piece.
[0105] Effect Cards:
[0106] Effect cards are cards used to apply effects to at least one game factor in the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, hand card acquisition processes, etc. Figure 5 A schematic diagram of an effect card is shown. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, an energy value 33 consumed when the card is played, and an effect description 34 of the effect card.
[0107] The effect icon 31 may be an icon for representing the benefit effect of the effect card. Figure 5 The effect name 32 is the name of the effect card or the name of the gain effect.
[0108] The energy value 33 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.
[0109] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:
[0110] 1. Increase the probability and / or quantity of chess cards obtained by your players;
[0111] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;
[0112] 3. Reduce the energy consumed by your players when acquiring chess cards;
[0113] 4. Increase the number of chess cards that your players can exchange for;
[0114] 5. Reduce the energy consumed by your players when exchanging chess cards;
[0115] 6. Improve the level of at least one chess piece on the field;
[0116] 7. Add equipment to at least one chess piece on the field;
[0117] 8. Upgrade the equipment level of at least one chess piece on the field;
[0118] 9. Reduce energy consumption when playing / changing cards;
[0119] 10. Increase the probability of obtaining certain cards;
[0120] 11. Increase the number of cards that can be obtained;
[0121] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.
[0122] 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.
[0123] 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.
[0124] 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.
[0125] Equipment Cards:
[0126] Equipment cards are used to equip at least one of your own chess pieces. Figure 6 A schematic diagram of an equipment card provided by an exemplary embodiment of the present application is shown. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, an energy value 43 consumed when the card is played, and an equipment description 44 of the equipment card.
[0127] The equipment icon 41 may be an icon used to represent an image of equipment or an effect of equipment. Figure 6 The circular icon in the figure is used as an example. Equipment name 42 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capability of the player's piece in different dimensions such as health, armor, defense, and mana, or weaken the combat capability of the enemy piece.
[0128] Energy value 43 refers to the amount of energy required to play this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may require different amounts of energy to play. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy costs of different cards may be adjusted periodically or irregularly based on game balance.
[0129] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.
[0130] Chess player cards:
[0131] Player cards are cards acquired through the player skills of a player avatar. Player cards can be acquired through a passive skill of a player avatar, cards that only a certain player avatar can acquire, cards that only a certain player avatar can use, cards that are exclusive to a certain player avatar, and so on, and this embodiment of the application does not limit this.
[0132] Figure 7 A schematic diagram of a chess player card provided by an exemplary embodiment of the present application is shown. The chess player card displays at least one of the following information: a card icon 51, a chess player card name 52, an energy value 53 consumed when the card is played, and a description of the equipment 54 of the chess player card.
[0133] The card icon 51 may be an icon used to represent the effect of the card. Figure 7 The player card name 52 is the name of the player card or the name of the effect.
[0134] The energy value 53 refers to the energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.
[0135] The effect description 54 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same as or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect range of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, or affect the acquisition process of the hand cards in any form. The effect of the player card can be designed to affect any process or detail in the game, and the embodiments of the present application are not limited to this.
[0136] Based on the introduction of the above four types of cards:
[0137] 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.
[0138] 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.
[0139] 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.
[0140] How to obtain cards:
[0141] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:
[0142] 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.
[0143] 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.
[0144] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.
[0145] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.
[0146] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.
[0147] 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.
[0148] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.
[0149] Obtaining condition 8: Purchase card operation.
[0150] Acquisition Condition 9: A preset player skill is triggered. A preset player skill is a passive skill that has the effect of extracting, adding, or duplicating cards. For example, you can extract a player card every two turns, or you can extract a player card every three cards played.
[0151] 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.
[0152] 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:
[0153] Player selection phase:
[0154] Step 320: Selecting a virtual chess player character of one's own side, where the virtual chess player character is used to represent a virtual character controlling at least one chess piece of one's own side;
[0155] 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.
[0156] 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.
[0157] For example, Figure 9 As shown, before starting a game, a player selection interface is displayed. This interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 61 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner. The virtual players selected by the other player objects are displayed in a normal sitting position, at normal size, and distributed on both sides.
[0158] On the player selection interface, several candidate player virtual characters 62 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 63.
[0159] A player skill button 64 is also displayed on the player selection interface. In response to the player skill button 64 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.
[0160] Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects the player avatar, they can click the "Confirm" button 65 to enter the ready state.
[0161] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.
[0162] Preparation phase for each round:
[0163] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area;
[0164] Combined with reference Figure 10 The board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The hand area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the hand area 11 is 0.
[0165] Optionally, attribute information for the n player objects participating in the current game is displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. Player skill buttons 64 are displayed in the lower left corner of the game interface. A card swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The card swap button 14 is used to replace one or more cards in the hand area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.
[0166] Optionally, an energy control 16 is displayed in the upper right corner of the game interface. This control displays the energy value of the player object. Energy is a game resource that may be consumed at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.
[0167] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own chess piece;
[0168] 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:
[0169] Step 362: In response to the play operation on the chess piece card, executing a battle preparation operation related to at least one own chess piece in the chessboard area;
[0170] Step 364: In response to the play operation of the equipment card, equip all or part of the at least one chess piece with virtual equipment;
[0171] Step 366: In response to the play operation on the effect card, executing a preparation operation to add an effect to at least one factor in the game;
[0172] Step 368: In response to the play operation on the player's card, perform a preparation operation related to at least one factor in the game.
[0173] Since the battle situation in each round of turn-based battle is different, each player object has different cards in hand, and each player object has different card-playing habits, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.
[0174] Regarding step 362 (chess card):
[0175] 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.
[0176] 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.
[0177] 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.
[0178] 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.
[0179] The first chess card is Figure 10 Take the 4th card in as an example, combined with reference Figure 11 In response to a drag operation on the first chess piece card, a first own chess piece 17 and a first indicator arrow 18 are displayed. First own chess piece 17 is a three-dimensional piece that slides in response to the real-time position of the drag operation. First indicator arrow 18 starts at the position of the first chess piece card before it is played and ends at the real-time position of the drag operation. If the drag operation is released at the first candidate square, first own chess piece 17 is summoned to the first candidate square.
[0180] 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.
[0181] 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.
[0182] 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.
[0183] Regarding step 364 (equip the card):
[0184] 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.
[0185] 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;
[0186] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.
[0187] Regarding step 366 (effect card):
[0188] 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.
[0189] According to the objects of action, effect cards are divided into two categories:
[0190] Type 1: Increases the effect on the own chess pieces within the chessboard area;
[0191] Type 2: Adds effects to the card acquisition process.
[0192] 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.
[0193] 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.
[0194] Regarding step 368 (player card):
[0195] In response to the play operation on the player's card, at least one of the following preparation operations is performed:
[0196] 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.
[0197] 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.
[0198] 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.
[0199] Card swap function:
[0200] 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.
[0201] Delete card function:
[0202] 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.
[0203] Player level upgrade function:
[0204] The player object on this side obtains a certain amount of energy in each round. The energy not used in this round can be accumulated to the next round, and the energy can be used to upgrade the player level. The higher the player level, the higher the quality of the cards that can be drawn in each round, and at the same time, some new abilities will be unlocked, such as talents, purchasable equipment, etc. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player level is upgraded, the quality indicator corresponding to the current player level will light up to indicate the quality of the cards that can be obtained at the current player level. The quality indicator can be as follows: Figure 12 The small rounded rectangle shown is used as an example, but other shapes or forms are also possible.
[0205] 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.
[0206] The battle phase of each round:
[0207] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;
[0208] 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.
[0209] Figure 13 The figure shows an automatic battle diagram of a player's chess piece 17 and an enemy chess piece 19 in a melee battle on the chessboard. The movement, skill release, and functions of the two chess pieces during the battle do not require manual control by the player.
[0210] Battle settlement phase:
[0211] Step 390: Calculate the life value of the virtual character of the chess player on your side, and start the next round of turn-based battle or end the current game based on the life value.
[0212] 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.
[0213] When the health value is deducted to zero, the player is eliminated from the game.
[0214] 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.
[0215] In some embodiments, the damage calculation is based on the number of pieces remaining on the winning side's board. Figure 14 Shown is the animation effect of calculating the life value of the opponent's chess piece 19 when the opponent is the loser, and then calculating the life value of the opponent's chess piece virtual character 61. A life value progress bar can be displayed on the top of the chess piece virtual character 61.
[0216] Exemplary references Figure 15The 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.
[0217] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.
[0218] 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.
[0219] 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.
[0220] 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.
[0221] Combined with the above overall introduction to turn-based chess games, Figure 16 This is a flowchart of a method for displaying a virtual chess piece arrangement provided by an embodiment of the present application, and the method is applied to Figure 1 Taking the first terminal shown as an example, the method is as follows: Steps 1610 to 1630.
[0222] Step 1610: Display a virtual game interface of the first account in the turn-based chess game.
[0223] The virtual game interface includes a hand area and a first chessboard area, and the hand area displays at least one card.
[0224] Among them, the cards are used to deploy virtual chess pieces in the first chessboard area, and the virtual chess pieces in the first chessboard area are used to participate in turn-based virtual battles based on the match arrangement.
[0225] Optionally, the cards in the hand area include chess piece cards, and the chess piece cards correspond to virtual chess pieces. The virtual chess pieces can be displayed in the virtual game interface in the form of virtual characters, virtual objects, virtual elements or virtual heroes.
[0226] In a certain round of virtual battle, if the virtual battle process is displayed from the perspective of the first account, the virtual chess pieces owned by the accounts participating in the battle (including the first account and the competing account) will automatically fight based on the arrangement of the virtual chess pieces on the first chessboard area.
[0227] For example, in the first round of virtual battle, a first account and a second account are matched to perform a virtual battle, which is described from the perspective of the first account.
[0228] The player with the first account uses the cards in the first account's hand area to place virtual chess pieces A and B on the first chessboard area. The player with the second account uses the cards in the second account's hand area to place virtual chess pieces C and D on the first chessboard area. The virtual chess pieces A and B are arranged differently from the virtual chess pieces C and D. During the virtual battle, virtual chess pieces A and C automatically battle against each other, while virtual chess pieces B and D automatically battle against each other.
[0229] During the battle, if a virtual chess piece defeats the virtual chess piece of the current opponent, the winning virtual chess piece can continue to assist the virtual chess pieces on the same team and automatically fight with the remaining virtual chess pieces of the opponent.
[0230] For example, virtual chess piece A automatically battles against virtual chess piece C, and virtual chess piece B automatically battles against virtual chess piece D. When virtual chess piece A defeats virtual chess piece C, but the battle between virtual chess piece B and virtual chess piece D has not yet ended, virtual chess piece A will automatically assist virtual chess piece B and attack virtual chess piece D.
[0231] Indicative, such as Figure 17 As shown, Figure 17 This is a schematic diagram of the virtual game interface of the first account.
[0232] The virtual game interface 1700 displays a virtual image 1701 of the chess player corresponding to the first account, a hand area 1710 and a first chessboard area 1720 , wherein the hand area 1710 contains a plurality of chess cards, and the chess cards are used to place corresponding virtual chess pieces in the first chessboard area 1720 .
[0233] For example, the hand area 1710 includes chess card A, chess card B, chess card C, and chess card D. These chess cards are cards owned by the first account and correspond to the following virtual chess pieces: virtual chess piece A, virtual chess piece B, virtual chess piece C, and virtual chess piece D.
[0234] Optionally, after chess piece card A and chess piece card B are selected, virtual chess piece A and virtual chess piece B are placed into battle in the first chessboard area 1720 .
[0235] Step 1620: During the preparation phase of the nth round of virtual battle, in response to receiving an arrangement display operation for the second account, the virtual chess piece arrangement of the second account is displayed in the first chessboard area.
[0236] Wherein, n is a positive integer, the virtual chess piece arrangement of the second account is the arrangement of the chess pieces of the second account in the second chessboard area, and the second chessboard area is the area displayed in the virtual game interface of the second account.
[0237] Optionally, the first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display virtual chess pieces of the first account, and the second sub-area is used to display virtual chess pieces of other accounts.
[0238] In response to receiving an arrangement display operation for the second account, a virtual chess piece arrangement of the second account is displayed in a second sub-area of the first chessboard area, wherein the virtual chess piece arrangement of the second account is displayed in the second sub-area at a mirror perspective of the second chessboard area.
[0239] The difference between the first chessboard area and the second chessboard area is that the first chessboard area is the screen displayed on the terminal screen logged into the first account, that is, the chessboard area viewed from the first account's perspective; the second chessboard area is the screen displayed on the terminal screen logged into the second account, that is, the chessboard area viewed from the second account's perspective. The virtual chess pieces belonging to the same account are displayed in chessboard areas of different accounts with a center-mirrored effect. That is, when the account perspective is switched, the center point of the chessboard area is used as the mirror flip point, and the virtual chess pieces are mirrored.
[0240] Indicative, such as Figure 18 As shown, Figure 18It is a schematic diagram of the virtual chess pieces of a second account arranged from different account perspectives.
[0241] Part 18-1 shows the virtual chess pieces of the second account displayed in first chessboard area 1810, while part 18-2 shows the virtual chess pieces of the second account displayed in second chessboard area 1820. The virtual chess pieces in parts 18-1 and 18-2 are mirror images of each other, with the center point of the chessboard area serving as the reference point. First chessboard area 1810 and second chessboard area 1820 have the same appearance, differing only by perspective. It can be understood that first chessboard area 1810 and second chessboard area 1820 are the same chessboard area. When viewed from the perspective of the first account, this chessboard area is referred to as first chessboard area 1810; when viewed from the perspective of the second account, this chessboard area is referred to as second chessboard area 1820.
[0242] In some embodiments, the first account also uses the chess card in the hand area to place virtual chess pieces. Then, before and after receiving the arrangement display operation for the second account, the effect of displaying the virtual chess pieces of different accounts in the first chessboard area is as follows: Figure 19 shown.
[0243] Part 19-1 refers to the display effect of the virtual chess pieces of the first account being arranged in the first sub-area 1901 of the first chessboard area 1910 before the terminal receives the arrangement display operation for the second account.
[0244] Part 19-2 refers to the display effect of the virtual chess pieces of the first account being arranged in the first sub-area 1901 in the first chessboard area 1910 after the terminal receives the arrangement display operation for the second account, and the display effect of the virtual chess pieces of the second account being arranged in the second sub-area 1902 in the first chessboard area 1910.
[0245] Part 19-3 refers to the display effect of the virtual chess pieces of the second account being arranged in the second chessboard area 1920.
[0246] That is, before and after receiving the arrangement display operation for the second account, the display effect of the first account's virtual chess piece arrangement in the first sub-area 1901 of the first chessboard area 1910 is the same. When the arrangement display operation for the second account is received, a mirrored display of the second account's virtual chess piece arrangement in the second chessboard area of the second account is projected and displayed in the first chessboard area 1910. The mirrored display is mirrored with the center point of the chessboard area (first chessboard area 1910 or second chessboard area 1920) as the reference.
[0247] By operating the match arrangement for the second account, the virtual chess piece match arrangement of the second account can be directly displayed in the first chessboard area of the first account, without the player having to repeatedly switch account perspectives to observe the mirrored virtual chess piece match arrangement screen. Reduce the burden on the computer during operation and the lag of the game screen By directly simulating the screen during the battle phase, the first account player can directly observe the second account's virtual chess piece arrangement from the same perspective, and make targeted adjustments to the first account's virtual chess piece arrangement. Improve the player's ability to arrange virtual chess pieces Machine interaction efficiency .
[0248] It is worth noting that, depending on whether there is a matching relationship between the first account and the second account, there is a full mirror image / partial mirror image relationship between the contents displayed in the first chessboard area and the second chessboard area.
[0249] For example, a first account and a second account are matched to perform a virtual battle in the nth round. After receiving an arrangement display operation for the second account, the terminal logged in with the first account will display the virtual chess piece arrangement of the first account and the virtual chess piece arrangement of the second account in the first chessboard area.
[0250] If the terminal logged in with the second account receives an arrangement display operation for the first account, the virtual chess piece arrangement of the first account and the virtual chess piece arrangement of the second account will be displayed in the second chessboard area. At this time, the contents displayed in the first chessboard area and the second chessboard area are completely mirrored.
[0251] If the terminal logged in with the second account does not receive an arrangement display operation for the first account, only the virtual chess piece arrangement of the second account is displayed in the second chessboard area. At this time, the virtual chess piece arrangement of the second account displayed in the second chessboard area is a mirror image of the virtual chess piece arrangement of the second account displayed in the second chessboard area. That is, there is a partial mirror image relationship between the content displayed in the first chessboard area and the second chessboard area.
[0252] Optionally, types of the second account include but are not limited to the following.
[0253] (1) An account that is matched with the first account in the same virtual battle, that is, the first account and the second account will engage in a virtual battle in the nth round of the game;
[0254] (2) any account that has a hostile relationship with the first account;
[0255] For example, eight player accounts are matched into the same game, which consists of four battlefields. Two player accounts are matched into the same battlefield for a virtual battle. If the eight player accounts include the first account and seven other accounts that are hostile to the first account, then the second account can be any one of the other seven accounts.
[0256] (3) Accounts that have a friend relationship with the first account;
[0257] For example, if the second account is playing a virtual game with another account, the first account can provide game suggestions to the second account's player by observing the second account's virtual chess piece arrangement, helping the second account's player win.
[0258] (4) Accounts marked by the first account;
[0259] For example, if the second account ranks in the top ten among all player accounts in the game, the first account can tag the second account and observe the second account's virtual chess piece arrangement to learn.
[0260] Optionally, an example is given in which a hostile relationship exists between the first account and the second account, and they are matched to the same battlefield in the nth round of virtual battle.
[0261] In response to the first account being matched with the second account in the nth round of virtual battle to establish a battle relationship, an arrangement display indicator corresponding to the second account is displayed.
[0262] In response to receiving a trigger operation for the arrangement display identifier, the virtual chess piece arrangement of the second account is displayed in the first chessboard area.
[0263] In addition to the hand area and the first chessboard area, the first account's virtual game interface also includes layout display indicators corresponding to other accounts. The layout display indicators are used to display the virtual chess pieces of other accounts on the first chessboard area of the first account without switching the viewing angle.
[0264] In different rounds of virtual battles, the first account will be matched with different accounts until the first account is defeated and logged off, exiting the virtual battle.
[0265] Optionally, taking the selection of the layout display identifier of the second account as an example for explanation, the types of layout display identifiers include but are not limited to: (1) the avatar identifier of the second account, such as a static image or animated image customized and uploaded by the player to which the second account belongs; an identifier automatically generated for the second account by the game system; (2) a layout display control corresponding to the second account, etc.
[0266] Among them, the display mode of the arrangement display identifier includes but is not limited to (1) a permanent display mode: it is permanently displayed in the virtual game interface during the virtual game process (including the preparation stage and the battle stage); (2) a condition-triggered display mode: when an account meets the preset conditions, the arrangement display identifier corresponding to the account is displayed in the virtual game interface.
[0267] By displaying and receiving a trigger operation on the arrangement display mark, the virtual chess piece arrangement of the second account is displayed, which can prompt the player and guide the player to view the virtual chess piece arrangement of the second account in a more eye-catching way. Improved human-computer interaction efficiency .
[0268] Displaying the layout display icon in a permanent manner can continuously prompt players and allow players to view the virtual chess piece arrangement of different accounts Provide freedom of choice Players can observe the virtual chess pieces arrangement of the next round of battle accounts to adjust their own account's virtual chess pieces arrangement to improve their winning rate, and can also observe the virtual chess pieces arrangement of other accounts to gain inspiration or learn from them, which improves the players' in-game experience. Sense of participation and experience , helping players master and learn the gameplay of the Auto Chess game as quickly as possible, and reducing the time spent on arranging virtual chess pieces. Improved human-computer interaction efficiency .
[0269] Displaying the layout display logo in a conditional triggering display mode can increase the fun for players during the game and reduce the operating burden of computer equipment. When the conditions are met, the layout display logo is displayed, which can reduce the time that the logo information occupies the screen and reduce the occlusion of the screen to a certain extent. Alleviate the problem of crowded display content , Reduce computer loading time Consumption of resources .
[0270] Here, examples are given for explaining the above condition-triggered display mode.
[0271] For example, at the end of the i-th virtual match, the game system will predict the match account of each surviving account in the i+1th virtual match. Each account will be matched with an account in the same match round, and the corresponding virtual match interface will display the match account layout indicator. i is a positive integer.
[0272] Taking the first account as an example, after the first round of battle, the first account is not eliminated; the system predicts that the first account will engage in a virtual battle with the second account in the second round. During the preparation stage of the second round, the arrangement display mark corresponding to the second account is displayed in the virtual game interface of the first account. If the arrangement display mark is triggered, the virtual chess piece arrangement of the second account is displayed in the first chessboard area of the first account.
[0273] Similarly, during the preparation phase for the second round, the arrangement display icon corresponding to the first account will also be displayed in the virtual game interface of the second account. If the arrangement display icon is triggered, the virtual chess piece arrangement of the first account will be displayed in the second chessboard area of the second account.
[0274] Indicative, such as Figure 20 As shown, Figure 20 This is a schematic diagram of the process of displaying the virtual chess piece arrangement of the second account through a triggering operation.
[0275] In the preparation phase, the virtual game interface 2000 of the first account includes an arrangement display mark 2001 corresponding to the second account. When the arrangement display mark 2001 is triggered, the virtual chess piece arrangement 2002 of the second account is displayed.
[0276] It is worth noting that the operation of displaying the second account's chess arrangement includes, but is not limited to, the aforementioned example of triggering the corresponding chess arrangement display indicator for the second account. In some embodiments, other methods can also be used. For example, the virtual game interface includes display areas corresponding to other accounts, and upon receiving a swipe operation on the display area for the second account, the second account's virtual chess arrangement is displayed in the first chessboard area. This embodiment is not limited to this.
[0277] Step 1630: In response to a change in the arrangement of virtual chess pieces in the second chessboard area of the second account, the arrangement of virtual chess pieces in the first chessboard area of the second account is updated in real time.
[0278] The virtual chess piece arrangement of the second account is displayed in real time in the first chessboard area, that is, the content and change process displayed in the second chessboard area of the second account are directly displayed in the first chessboard area in a mirror perspective.
[0279] The player corresponding to the first account can observe in real time the process of the player corresponding to the second account adjusting the virtual chess piece arrangement, and update the virtual chess piece arrangement of the first account accordingly.
[0280] In some embodiments, in order to Improve the fairness of the game , the display conditions of the virtual chess piece arrangement can be set. For example, when an arrangement display operation for the second account is received, the virtual chess piece arrangement of the second account can be displayed in real time on the first chessboard area while the virtual chess piece arrangement of the first account can be displayed in real time on the second chessboard area.
[0281] In some embodiments, to improve the fairness of the game, a time threshold is set for each player to view the virtual chess piece arrangement of the opponent's account. When the time threshold is exceeded, the display of the virtual chess piece arrangement changes of the opponent's account in the chessboard area is canceled, so that the player can make the final adjustment to the virtual chess piece arrangement. Avoid premature disclosure of game results due to excessive transparency of information to ensure player experience .
[0282] Optionally, in the preparation phase of the nth round of virtual battle, in response to the remaining duration of the preparation phase being less than or equal to a duration threshold, the virtual chess piece arrangement of the second account is frozen and displayed.
[0283] For example, the total duration of the preparation phase is 2 minutes, with a duration threshold of 10 seconds. When only 10 seconds remain in the preparation phase, the second account's virtual chess piece arrangement is frozen and displayed. At this point, if the second account continues to change the virtual chess piece arrangement, the changes to the second account's virtual chess piece arrangement will no longer be displayed in the first chessboard area. This continues until the preparation phase ends and the battle phase begins. At this point, the second account's virtual chess piece arrangement is updated and displayed again, and the first and second accounts' respective virtual chess pieces automatically battle each other.
[0284] Optionally, in the preparation phase of the nth round of virtual battle, in response to the remaining duration of the preparation phase being less than or equal to a duration threshold, the virtual chess piece arrangement of the second account is canceled from being displayed.
[0285] Indicative, such as Figure 21 As shown, Figure 21 It is a diagram showing the frozen display of the second account's virtual chess piece arrangement.
[0286] In the virtual game interface, a countdown information 2100 of the remaining duration of the stage will be displayed. When the countdown information 2100 is equal to the duration threshold (10 seconds), a prompt text 2101 will be displayed: "The match arrangement is frozen."
[0287] For example, after freezing the virtual chess piece arrangement, the second account continues to adjust its virtual chess piece arrangement. The second account has a second virtual chess piece 2102, which is positioned at a first position 2110 during the frozen display and at a second position 2120 during the battle phase.
[0288] For example, the total duration of the preparation phase is 2 minutes, with a duration threshold of 10 seconds. When only 10 seconds remain in the preparation phase, the second account's virtual chess piece arrangement is no longer displayed. If the second account continues to change the virtual chess piece arrangement, the first chessboard area will no longer display the second account's virtual chess piece arrangement and its change process. This continues until the preparation phase ends and the battle phase begins. At this point, the second account's virtual chess piece arrangement is redisplayed, and the first and second accounts' respective virtual chess pieces automatically battle each other.
[0289] Freezing or canceling the display of virtual chess pieces within a time threshold can reduce the time it takes for players to continuously adjust the virtual chess pieces. Operational pressure and burden Moreover, within this time threshold, there is no need to load the images of the virtual chess pieces changing in real time. Save computing resources .
[0290] In some embodiments, after freezing or canceling the display of the second account's virtual chess piece arrangement, if the second account adjusts the virtual chess piece arrangement, the terminal will display a corresponding change prompt animation to notify the first account player. However, the change prompt animation does not directly display how the second account's virtual chess piece arrangement has changed.
[0291] Optionally, in response to the preparation phase not being over and the virtual chess piece arrangement in the second chessboard area of the second account changing, a change prompt animation is displayed while keeping the virtual chess piece arrangement unchanged, and the change prompt animation is used to indicate that the virtual chess piece arrangement of the second account has changed.
[0292] In some embodiments, after the player observes the virtual chess piece arrangement of the second account through the arrangement display operation, he can also switch the content displayed in the second sub-area to the virtual chess piece arrangement of other player accounts through a sliding operation.
[0293] Optionally, in response to receiving a sliding operation on the second sub-area, the virtual chess piece arrangement of the third account is displayed in the second sub-area, wherein the virtual chess piece arrangement of the third account is the chess piece arrangement of the third account in the third chessboard area, and the third chessboard area is the area displayed in the virtual game interface of the third account.
[0294] Optionally, in response to receiving a sliding operation on the account list in the virtual game interface, the virtual chess piece arrangement of the third account is displayed in the second sub-area, wherein the account list includes multiple accounts, including the second account and the third account.
[0295] It is worth noting that the third account can be any player account that is different from the second account and the first account, and this embodiment does not limit this.
[0296] By sliding to switch the displayed content, players can more conveniently view the virtual chess pieces arrangement of multiple accounts. Improve the efficiency of human-computer interaction .
[0297] In some embodiments, in order to increase the fun of the player's game process and avoid the problem of premature announcement of game results due to excessive transparency of the virtual chess piece arrangement, the account that the first account will play against in the next round can be predicted, and the virtual chess piece arrangement corresponding to the multiple predicted accounts can be displayed; or, the virtual chess piece arrangement of the account that will play against in the next round can be partially displayed. It can not only ensure that players are fully prompted during the battle, It also keeps the outcome of the battle mysterious. .
[0298] Optionally, in the preparation stage of the nth round of the virtual battle, in response to receiving an arrangement display operation for two candidate accounts, the virtual chess piece arrangement of the two candidate accounts is displayed in the first chessboard area, wherein the two candidate accounts include the target account that will compete with the first account in the nth round of the virtual battle.
[0299] Optionally, the virtual chess piece arrangement of the second account corresponds to multiple virtual chess pieces. When the virtual chess piece arrangement of the second account is displayed, at least one virtual chess piece among the multiple virtual chess pieces is hidden; or, when the virtual chess piece arrangement of the second account is displayed, at least one virtual chess piece among the multiple virtual chess pieces is replaced by a preset virtual element.
[0300] The forms of the preset virtual elements include, but are not limited to: (1) outline virtual elements, such as displaying only the outline of the virtual chess piece at that position without displaying its specific shape; (2) virtual elements generated by the system, such as two-dimensional / three-dimensional virtual elements; (3) virtual elements customized by the second account player, such as player portraits, player names, etc.; (4) special effect virtual elements, such as blurring the virtual chess piece at that position, etc. This embodiment does not limit this.
[0301] In summary, the method provided herein displays a virtual game interface for a first account and, during the preparation phase for the nth round of a virtual game, receives a layout display command for a second account. This allows the second account's virtual chess piece layout to be intuitively displayed in the first chessboard area of the first account, improving the player's ability to grasp chess piece layout information. This eliminates the need for players to repeatedly switch between different account perspectives, allowing them to directly observe the virtual chess piece layouts of different accounts. This reduces the burden on computer operations, minimizes game screen lag, and conserves computer resources. Compared to related art methods where players switch to another player's account perspective to obtain chess piece layout information from a mirrored perspective and then switch back to their own account perspective, this reduces the burden on players to memorize and adjust chess piece layouts, thereby improving the accuracy of the resulting chess piece layout information.
[0302] In some embodiments, in order to Better assist players in arranging virtual chess pieces, so that players can get more More information that is helpful for virtual battles When receiving an operation to display the arrangement of other accounts, in addition to displaying the virtual chess piece arrangement of other accounts, some other prompt information can be displayed based on the virtual chess piece arrangement and the restraint prediction relationship between the virtual chess pieces.
[0303] Figure 22 This is a flowchart of a method for displaying a virtual chess piece arrangement provided in another embodiment of the present application, which includes the following steps.
[0304] Step 2210: Display a virtual game interface of the first account in the turn-based chess game.
[0305] The virtual game interface includes a hand area and a first chessboard area. The hand area displays at least one card. The card is used to deploy virtual chess pieces in the first chessboard area. The virtual chess pieces in the first chessboard area are used to participate in a turn-based virtual battle based on the matchup arrangement.
[0306] Step 2220: During the preparation phase of the nth round of virtual battle, in response to receiving an arrangement display operation for the second account, the virtual chess piece arrangement of the second account is displayed in the second sub-area of the first chessboard area.
[0307] Wherein, n is a positive integer, the virtual chess piece arrangement of the second account is the arrangement of the chess pieces of the second account in the second chessboard area, and the second chessboard area is the area displayed in the virtual game interface of the second account.
[0308] The first chessboard area includes a first sub-area and a second sub-area. The first sub-area is used to display virtual chess pieces of the first account, and the second sub-area is used to display virtual chess pieces of other accounts.
[0309] Among them, other accounts include all types of accounts different from the first account, for example, accounts that have a hostile relationship with the first account, accounts that are matched with the first account in the same round of the game, accounts that have a friendly relationship with the first account, accounts tagged by the first account, etc.
[0310] The virtual chess piece arrangement of the second account is displayed in the second sub-area at a mirror image perspective of the second chessboard area.
[0311] Step 2230: Display a matchup simulation element between the first sub-area and the second sub-area.
[0312] Among them, the confrontation simulation element is used to represent the predicted restraint relationship between the virtual chess pieces in the first sub-area and the virtual chess pieces in the second sub-area under the confrontation arrangement.
[0313] Among them, the restraint prediction relationship is used to indicate the attributes, combat capabilities, and winning rates of different virtual chess pieces during battles.
[0314] For example, the restraint prediction relationship between virtual chess piece A and virtual chess piece B is: when the distance between virtual chess piece A and virtual chess piece B reaches a first distance threshold, virtual chess piece A can launch a long-range attack on virtual chess piece B.
[0315] In some embodiments, if there is a conflict in the properties of the virtual chess pieces, the attack capability of the virtual chess piece of the restrained party will be weakened during the virtual battle, or the attack capability of the virtual chess piece of the restraining party will be enhanced during the virtual battle.
[0316] For example, the chess piece attributes of virtual chess piece A restrain the chess piece attributes of virtual chess piece B. That is, when virtual chess piece A and virtual chess piece B play against each other, if the chess piece levels of virtual chess piece A and virtual chess piece B are the same, the winning rate of virtual chess piece A is greater than the winning rate of virtual chess piece B.
[0317] The first sub-area includes a first virtual chess piece, the second sub-area includes a second virtual chess piece, there is a matchup relationship between the first virtual chess piece and the second virtual chess piece, and the matchup simulation element includes an element indicating a restraint relationship between the first virtual chess piece and the second virtual chess piece.
[0318] In the Auto Chess game, battles between virtual chess pieces are carried out automatically, and the matchmaking relationship is used to indicate that the virtual chess pieces are automatically matched in one-to-one / many-to-one / many-to-many battles during the battle phase.
[0319] For example, the first account puts the first virtual chess piece and the third virtual chess piece into battle, and the second account puts the second virtual chess piece and the fourth virtual chess piece into battle. There is a match relationship between the first virtual chess piece and the second virtual chess piece, and there is a match relationship between the third virtual chess piece and the fourth virtual chess piece. Then, in the battle phase, the first virtual chess piece and the second virtual chess piece will automatically fight against each other, and the third virtual chess piece and the fourth virtual chess piece will automatically fight against each other.
[0320] If a virtual chess piece wins or is eliminated, the winning virtual chess piece can automatically join its own virtual chess piece to play against the enemy virtual chess piece. For example, if the first virtual chess piece and the second virtual chess piece are playing against each other, and the first virtual chess piece wins and the second virtual chess piece is eliminated, and the third and fourth virtual chess pieces are still tied, the first virtual chess piece can join the third virtual chess piece to play against the fourth virtual chess piece.
[0321] Displaying match simulation elements between the sub-areas of virtual chess pieces on different accounts helps players obtain favorable information in a timely manner and improve their game winning rate. Compared with players' own observation and summary, it can Improve players' understanding of chess pieces Accuracy of array information acquisition results , reducing the time spent on arranging virtual chess pieces. Improved human-machine Interaction efficiency. Increase the diversity and richness of screen content .
[0322] Optionally, the restraint relationship indication element includes but is not limited to the following forms of expression.
[0323] (1) The restraint relationship indicator element is represented by an arrow element, where the tail of the arrow is the restraining party's virtual chess piece, and the top of the arrow is the restrained party's virtual chess piece. For example, if the first virtual chess piece restrains the second virtual chess piece, the arrow element points from the first virtual chess piece to the second virtual chess piece.
[0324] (2) The restraint relationship indicator element is represented by a color element, which uses the same color but different brightness to indicate a pair of virtual chess pieces with a restraint prediction relationship. For example, if a first virtual chess piece restrains a second virtual chess piece, the outlines of the first virtual chess piece and the second virtual chess piece are displayed in red, but the brightness of the first virtual chess piece is greater than that of the second virtual chess piece.
[0325] (3) The restraint relationship indicator element is presented as a text element, with the text of "restraint" and "restraint" being used to indicate. For example, if the first virtual chess piece restrains the second virtual chess piece, the text content "restraint: second virtual chess piece" is displayed following the first virtual chess piece, and the text content is used to indicate that the first virtual chess piece is the restraint party and restrains the second virtual chess piece; the text content "restraint: first virtual chess piece" is displayed following the second virtual chess piece, and the text content is used to indicate that the second virtual chess piece is the restraint party and is restrained by the first virtual chess piece;
[0326] (4) The restraint relationship indication element is represented by a connecting line element, which connects the virtual chess pieces with the restraint prediction relationship with the connecting line. The width of the connecting line decreases from the restraining virtual chess piece to the restrained virtual chess piece. For example, the first virtual chess piece restrains the second virtual chess piece. The first virtual chess piece and the second virtual chess piece are connected by a solid / dashed connecting line. The closer the connecting line is to the first virtual chess piece, the wider the width of the part.
[0327] For illustration, let’s take the restraint relationship indicator element as an arrow element as an example. Figure 23 As shown, Figure 23 The diagram is a schematic diagram showing an indicator element of a restraint relationship between a first virtual chess piece and a second virtual chess piece.
[0328] The first virtual chess piece 2301 belongs to the first account, the second virtual chess piece 2302 belongs to the second account, and the first chessboard area 2300 also includes other virtual chess pieces: a third virtual chess piece and a fifth virtual chess piece belonging to the first account; and a fourth virtual chess piece belonging to the second account.
[0329] The first sub-area of the first chessboard area 2300 displays the first virtual chess piece 2301 , the third virtual chess piece, and the fifth virtual chess piece; the second sub-area of the first chessboard area 2300 displays the second virtual chess piece 2302 and the fourth virtual chess piece.
[0330] Among them, there is a restraint prediction relationship between the first virtual chess piece 2301 and the second virtual chess piece 2302, and the first virtual chess piece 2301 restrains the second virtual chess piece 2302, then the restraint relationship indication element 2310 is displayed, which is expressed as an arrow element, and the direction of the arrow element is from the restraining party (first virtual chess piece 2301) to the restrained party (second virtual chess piece 2302).
[0331] It is worth noting that, in addition to the restraint relationship indicator element between the first virtual chess piece and the second virtual chess piece, the match simulation element may also include other types of indicator elements. For example, for virtual chess pieces belonging to the same camp, if at least two virtual chess pieces have a carry relationship, then the carry relationship indicator element between the at least two virtual chess pieces will be displayed.
[0332] For example, the first virtual chess piece and the third virtual chess piece belong to the same camp of the first account. During the battle preparation phase, the first virtual chess piece and the third virtual chess piece are both displayed in the first sub-area, and a portability relationship exists between the first virtual chess piece and the third virtual chess piece. The first virtual chess piece can carry the third virtual chess piece in a virtual battle. When the first virtual chess piece plays against other virtual chess pieces (e.g., the second virtual chess piece), the third virtual chess piece can withstand attacks from the second virtual chess piece for the first virtual chess piece. When the damage sustained by the third virtual chess piece reaches the upper limit, the portability relationship between the first virtual chess piece and the third virtual chess piece is automatically terminated.
[0333] When a carryable relationship exists between the first virtual chess piece and the third virtual chess piece, a carryable relationship indication element is displayed as a prompt, prompting the player to place the first virtual chess piece and the third virtual chess piece in adjacent positions, such as, so that the distance between the first virtual chess piece and the third virtual chess piece is less than the carryable relationship binding threshold, so that the carryable relationship is successfully established between the first virtual chess piece and the third virtual chess piece.
[0334] It's worth noting that the forms of carry relationship indicators include, but are not limited to, the arrows, colors, text, and connecting lines described above. However, carry relationship indicators are distinct from restraint relationship indicators. In other words, a matchup simulation can include multiple types of indicators, each with a different form, making it easier for players to distinguish them.
[0335] Step 2240: In response to receiving a first selection operation on the first virtual chess piece in the first sub-area, highlight the second virtual chess piece in the second sub-area.
[0336] In some embodiments, since the virtual chess pieces have different shapes and occupy a certain area in the picture, when the number of virtual chess pieces arranged in the first chessboard area is large, there may be a problem that the positions of the virtual chess pieces partially overlap or block each other. If the player cannot directly find the virtual chess piece that has a matching relationship with the virtual chess piece based on the appearance characteristics, attributes, etc. of the virtual chess piece, the virtual chess piece that has a matching relationship with the virtual chess piece can be displayed in a highlighted form by receiving a selection operation on the virtual chess piece.
[0337] By highlighting the virtual chess pieces that have a matching relationship, it can help players quickly locate the target, master the gameplay, and make adaptive adjustments to the arrangement of the virtual chess pieces. Improved human-computer interaction efficiency .
[0338] Exemplarily, the first sub-area includes a first virtual chess piece, the second sub-area includes a second virtual chess piece, there is a matchup relationship between the first virtual chess piece and the second virtual chess piece, and the first virtual chess piece restrains the second virtual chess piece.
[0339] A first selection operation on a first virtual chess piece is received, and a second virtual chess piece that has a matching relationship with the first virtual chess piece is highlighted in the second sub-area, that is, the brightness of the second virtual chess piece is different from that of the other virtual chess pieces.
[0340] In some embodiments, in order to accurately locate a second virtual chess piece that is in a matching relationship with a first virtual chess piece, virtual chess pieces other than the second virtual chess piece may be blurred / blocked / cancelled after receiving a first selection operation on the first virtual chess piece. This embodiment is not limited to this.
[0341] For example, the first account plays the first and third virtual chess pieces, and the second account plays the second and fourth virtual chess pieces. After the first virtual chess piece is selected, the second and first virtual chess pieces remain displayed, and the third and fourth virtual chess pieces are displayed in a manner such as blurring / blocking / canceling. Alternatively, after the first virtual chess piece is selected, the second virtual chess piece remains displayed, and the first, third, and fourth virtual chess pieces are displayed in a manner such as blurring / blocking / canceling.
[0342] In summary, the method provided herein displays a virtual game interface for a first account and, during the preparation phase for the nth round of a virtual game, receives a layout display command for a second account. This allows the second account's virtual chess piece layout to be intuitively displayed in the first chessboard area of the first account, improving the player's ability to grasp chess piece layout information. This eliminates the need for players to repeatedly switch between different account perspectives, allowing them to directly observe the virtual chess piece layouts of different accounts. This reduces the burden on computer operations, minimizes game screen lag, and conserves computer resources. Compared to related art methods where players switch to another player's account perspective to obtain chess piece layout information from a mirrored perspective and then switch back to their own account perspective, this reduces the burden on players to memorize and adjust chess piece layouts, thereby improving the accuracy of the resulting chess piece layout information.
[0343] In some embodiments, in order to improve fairness when players compete in games, when receiving an arrangement display operation for other accounts, the virtual chess pieces of other accounts are not directly displayed in their entirety in the first chessboard area of the first account. Instead, only the virtual chess pieces that have a matching relationship with the selected virtual chess pieces in the first account are displayed. As a prompt message to assist players in arranging virtual chess pieces . Figure 24 This is a flow chart of a method for displaying virtual chess pieces with a match-up relationship provided by an embodiment of the present application, which includes the following steps.
[0344] Step 2410: Display a virtual game interface of the first account in the turn-based chess game.
[0345] The virtual game interface includes a hand area and a first chessboard area. The hand area displays at least one card. The card is used to deploy virtual chess pieces in the first chessboard area. The virtual chess pieces in the first chessboard area are used to participate in a turn-based virtual battle based on the matchup arrangement.
[0346] Step 2420: During the preparation phase of the nth round of virtual battle, in response to receiving an arrangement display operation for the second account, the virtual chess pieces of the first account are displayed in the first sub-area.
[0347] The virtual chess pieces deployed by the first account include the first virtual chess piece. n is a positive integer. The virtual chess piece arrangement of the second account is the arrangement of the chess pieces deployed by the second account in the second chessboard area. The second chessboard area is the area displayed in the virtual game interface of the second account.
[0348] The first chessboard area includes a first sub-area and a second sub-area. The first sub-area is used to display virtual chess pieces of the first account, and the second sub-area is used to display virtual chess pieces of other accounts.
[0349] The virtual chess piece arrangement of the second account is displayed in the second sub-area at a mirror image perspective of the second chessboard area.
[0350] Step 2430: In response to receiving a second selection operation on the first virtual chess piece, displaying a second virtual chess piece that has a matchup relationship with the first virtual chess piece in the second sub-area.
[0351] The second virtual chess piece is a virtual chess piece placed in battle in the second chessboard area of the second account, and the second virtual chess piece is displayed in the second sub-area according to the position of placement in the second chessboard area.
[0352] Optionally, the virtual chess pieces played by the first account include: a first virtual chess piece and a third virtual chess piece, and the virtual chess pieces played by the second account include: a second virtual chess piece and a fourth virtual chess piece. There is a matchup relationship between the first virtual chess piece and the second virtual chess piece.
[0353] In the Auto Chess game, battles between virtual chess pieces are carried out automatically, and the matchmaking relationship is used to indicate that the virtual chess pieces are automatically matched in one-to-one / many-to-one / many-to-many battles during the battle phase.
[0354] That is, since there is a matching relationship between the first virtual chess piece and the second virtual chess piece, during the battle phase, the first virtual chess piece and the second virtual chess piece will automatically fight against each other. At this time, regardless of whether there is a matching relationship between the third virtual chess piece and the fourth virtual chess piece, the third virtual chess piece and the fourth virtual chess piece will also automatically fight against each other.
[0355] Optionally, the existence of a matchup relationship between a first virtual chess piece and a second virtual chess piece is taken as an example for description, and types of matchup relationships include but are not limited to the following types.
[0356] (1) There is a restraint prediction relationship between the first virtual chess piece and the second virtual chess piece;
[0357] For example, if the properties of the first virtual chess piece restrain the properties of the second virtual chess piece, the first virtual chess piece will target the second virtual chess piece and attack it.
[0358] (2) The distance between the first virtual chess piece and the second virtual chess piece on the chessboard area (the first chessboard area of the first account / the second chessboard area of the second account) meets the preset distance requirement;
[0359] For example, during a battle, the chessboard area (i.e., the battle area) includes several chess squares of the same size, which are used to place virtual chess pieces that fight during the battle. If the distance between the first virtual chess piece and the second virtual chess piece does not exceed the size of two chess squares, it meets the preset distance requirement, and the first virtual chess piece and the second virtual chess piece will automatically fight each other.
[0360] In some embodiments, a first virtual chess piece may restrain virtual chess pieces placed by multiple second accounts, or the first virtual chess piece may meet a preset distance requirement with virtual chess pieces placed by multiple second accounts. In this case, the predicted restraint relationship and the distance may be used as conditions to consider the matchup relationship between the first virtual chess piece and the virtual chess pieces placed by the second accounts.
[0361] For example, among the virtual chess pieces deployed by the second account, a virtual chess piece that has a predicted restraint relationship with the first virtual chess piece is selected as a candidate virtual chess piece, wherein the first virtual chess piece restrains the candidate virtual chess piece. The virtual chess piece closest to the first virtual chess piece among the candidate virtual chess pieces is determined as the second virtual chess piece.
[0362] For example, among the virtual chess pieces placed by the second account, the virtual chess pieces whose distance from the first virtual chess piece meets a preset distance requirement are selected as candidate virtual chess pieces. If a virtual chess piece among the candidate virtual chess pieces forms a predicted restraint relationship with the first virtual chess piece, the virtual chess piece is determined as the second virtual chess piece. If no virtual chess piece among the candidate virtual chess pieces forms a predicted restraint relationship with the first virtual chess piece, the virtual chess piece closest to the first virtual chess piece among the candidate virtual chess pieces is determined as the second virtual chess piece.
[0363] Indicative, such as Figure 25 As shown, Figure 25 It is a schematic diagram showing a second virtual chess piece displayed in a second sub-area after a first virtual chess piece is selected.
[0364] Optionally, the terminal has received an arrangement and display operation for the second account.
[0365] The first chessboard area 2500 includes a first sub-area 2510 and a second sub-area 2520. The first sub-area 2510 contains the virtual chess pieces deployed by the first account (i.e., the virtual chess piece arrangement of the first account), wherein the virtual chess pieces deployed by the first account include the first virtual chess piece 2501. The second sub-area 2520 is used to display the virtual chess pieces deployed by the second account during the battle phase (i.e., the virtual chess piece arrangement of the second account).
[0366] Before receiving the second selection operation on first virtual chess piece 2501, the second account's virtual chess piece arrangement is not displayed in second sub-area 2520. After receiving the second selection operation on first virtual chess piece 2501, since second virtual chess piece 2502 forms a matching relationship with the first virtual chess piece among the virtual chess pieces placed by the second account, second virtual chess piece 2502 is displayed in second sub-area 2520. In addition, a matching indicator 2503 between first virtual chess piece 2501 and second virtual chess piece 2502 is displayed.
[0367] The matchup mark 2503 is used to indicate that there is a matchup relationship between the first virtual chess piece 2501 and the second virtual chess piece 2502. The types of the matchup mark 2503 include, but are not limited to: (1) a color mark; (2) a connecting line mark; (3) a highlight mark, etc. This embodiment takes the matchup mark 2503 as a connecting line mark as an example for description.
[0368] In summary, the method provided herein displays a virtual game interface for a first account and, during the preparation phase for the nth round of a virtual game, receives a layout display command for a second account. This allows the second account's virtual chess piece layout to be intuitively displayed in the first chessboard area of the first account, improving the player's ability to grasp chess piece layout information. This eliminates the need for players to repeatedly switch between different account perspectives, allowing them to directly observe the virtual chess piece layouts of different accounts. This reduces the burden on computer operations, minimizes game screen lag, and conserves computer resources. Compared to related art methods where players switch to another player's account perspective to obtain chess piece layout information from a mirrored perspective and then switch back to their own account perspective, this reduces the burden on players to memorize and adjust chess piece layouts, thereby improving the accuracy of the resulting chess piece layout information.
[0369] After receiving the display operation for the second account's virtual chess piece arrangement, the terminal displays the second account's virtual chess piece arrangement in the first chessboard area. The player of the first account can adjust the first account's virtual chess piece arrangement based on the second account's virtual chess piece arrangement to win the game.
[0370] In some embodiments, because virtual chess pieces have different shapes and occupy a certain area on the screen, when there are a large number of virtual chess pieces arranged in the first chessboard area, the positions of the virtual chess pieces may partially overlap or block each other. As a result, players may not be able to directly identify virtual chess pieces that play a significant role in the opponent's virtual chess piece arrangement based on their appearance, attributes, and other characteristics (a significant role means that the virtual chess piece has a higher combat level, a higher win rate, or has attributes that restrain the opponent's virtual chess piece). Alternatively, for novice players unfamiliar with the game of Auto Chess, even if novice players can view the opponent's virtual chess piece arrangement, they are generally unable to effectively utilize this arrangement information.
[0371] Therefore, more functions and prompt information can be provided to players on this basis.
[0372] The following two examples are provided, in which the first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts. The second sub-area contains the second virtual chess piece.
[0373] (1) Exemplarily, a display operation for a second account is received, and a virtual chess piece matchup arrangement of the second account is displayed in a second sub-region of a first chessboard region. In response to receiving a third selection operation for a second virtual chess piece, a third virtual chess piece having a matchup gain relationship with the second virtual chess piece is highlighted in the second sub-region.
[0374] The third virtual chess piece is a virtual chess piece placed in the second chessboard area of the second account, and the third virtual chess piece is displayed in the second sub-area according to the placement position in the second chessboard area.
[0375] Among them, the battle gain relationship between virtual chess pieces means that there are at least two virtual chess pieces belonging to the same camp. When the arrangement of these virtual chess pieces meets the preset gain requirements, they can improve their own combat ability and winning rate in the virtual battle.
[0376] After the player of the first account selects the second virtual chess piece to be deployed by the second account, the player can view the position and type of the third virtual chess piece that has a match-up gain relationship with the second virtual chess piece, and make corresponding adjustments to the match-up arrangement of the virtual chess pieces of the first account.
[0377] Indicative, such as Figure 26 As shown, Figure 26 It is a schematic diagram for adjusting the arrangement of virtual chess pieces of the first account.
[0378] The first sub-area 2610 includes a first virtual chess piece 2601 and a fourth virtual chess piece 2604 .
[0379] The second sub-region 2620 includes a second virtual chess piece 2602 and a third virtual chess piece 2603 that have a matchup gain relationship. A matchup gain identifier 2630 exists between the second virtual chess piece 2602 and the third virtual chess piece 2603 .
[0380] The first virtual chess piece 2602 is dragged from the first position to the second position, wherein the second position is adjacent to the third position of the fourth virtual chess piece 2604 in the first sub-area 2610 .
[0381] (2) Exemplarily, a display operation for a second account is received, and a virtual chess piece matchup arrangement of the second account is displayed in the second sub-area of the first chessboard area. In response to receiving a fourth selection operation for the second virtual chess piece, a target card is highlighted in the hand area, and the target card is used to place the target virtual chess piece in the first chessboard area. A matchup relationship exists between the target virtual chess piece and the second virtual chess piece.
[0382] The target card is a chess piece card that is already in the hand area of the first account but has not been put into battle. Displaying the target card in a highlighted manner can provide a prompt to the player. There is a match between the target virtual chess piece corresponding to the target card and the second virtual chess piece. If the target virtual chess piece is put into battle in the first chessboard area, the target virtual chess piece and the second virtual chess piece will automatically fight each other during the battle phase.
[0383] Through the above two examples, players can capture key information in a timely manner and use the virtual chess pieces arrangement information more efficiently. Improved player experience and human-computer interaction efficiency .
[0384] In summary, the method provided herein displays a virtual game interface for a first account and, during the preparation phase for the nth round of a virtual game, receives a layout display command for a second account. This allows the second account's virtual chess piece layout to be intuitively displayed in the first chessboard area of the first account, improving the player's ability to grasp chess piece layout information. This eliminates the need for players to repeatedly switch between different account perspectives, allowing them to directly observe the virtual chess piece layouts of different accounts. This reduces the burden on computer operations, minimizes game screen lag, and conserves computer resources. Compared to related art methods where players switch to another player's account perspective to obtain chess piece layout information from a mirrored perspective and then switch back to their own account perspective, this reduces the burden on players to memorize and adjust chess piece layouts, thereby improving the accuracy of the resulting chess piece layout information.
[0385] Figure 27 FIG. 1 is a structural block diagram of a display device for virtual chess piece arrangement provided by an exemplary embodiment of the present application. Figure 27 As shown, the device includes the following parts.
[0386] Game interface display module 2710, configured to display a virtual game interface of a first account in a turn-based chess game, wherein the virtual game interface includes a hand area and a first chessboard area. The hand area displays at least one card, which is used to place virtual chess pieces in the first chessboard area. The virtual chess pieces in the first chessboard area are used to participate in a turn-based virtual game based on a matchup arrangement.
[0387] Arrangement display module 2720 is configured to, in response to receiving an arrangement display operation for a second account during the preparation phase of the nth round of virtual battle, display the virtual chess piece arrangement of the second account in the first chessboard area, where n is a positive integer, and the virtual chess piece arrangement of the second account is the arrangement of the chess pieces deployed by the second account in the second chessboard area, which is the area displayed in the virtual game interface of the second account;
[0388] The updating display module 2730 is configured to update the virtual chess piece arrangement of the second account in the first chessboard area in real time in response to a change in the virtual chess piece arrangement in the second chessboard area of the second account.
[0389] In an optional embodiment, the first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts;
[0390] The arrangement display module 2720 is further configured to, in response to receiving the arrangement display operation for the second account, display the virtual chess piece arrangement of the second account in the second sub-area of the first chessboard area, wherein the virtual chess piece arrangement of the second account is displayed in the second sub-area at a mirrored perspective of the second chessboard area.
[0391] In an optional embodiment, if Figure 28 As shown, the device also includes:
[0392] An element display module 2740 is configured to display a matchup simulation element between the first sub-area and the second sub-area, wherein the matchup simulation element is configured to represent a predicted restraint relationship between the virtual chess pieces in the first sub-area and the virtual chess pieces in the second sub-area in a matchup arrangement;
[0393] The first sub-area includes a first virtual chess piece, the second sub-area includes a second virtual chess piece, a matchup relationship exists between the first virtual chess piece and the second virtual chess piece, and the matchup simulation element includes an element indicating a restraint relationship between the first virtual chess piece and the second virtual chess piece.
[0394] In an optional embodiment, the element display module 2740 is further configured to highlight the second virtual chess piece in the second sub-area in response to receiving a first selection operation on the first virtual chess piece in the first sub-area.
[0395] In an optional embodiment, the arrangement display module 2720 is further configured to display an arrangement display identifier corresponding to the second account in response to the first account being matched with the second account in the nth round of virtual battle to form a battle relationship; and to display the virtual chess piece arrangement of the second account in the first chessboard area in response to receiving a trigger operation on the arrangement display identifier.
[0396] In an optional embodiment, the first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts;
[0397] The arrangement display module 2720 is further configured to display, in the first sub-area, the virtual chess pieces deployed by the first account, wherein the virtual chess pieces deployed by the first account include a first virtual chess piece; in response to receiving a second selection operation on the first virtual chess piece, display, in the second sub-area, a second virtual chess piece that has a matching relationship with the first virtual chess piece, wherein the second virtual chess piece is a virtual chess piece deployed in the second chessboard area of the second account, and the second virtual chess piece is displayed in the second sub-area according to the deployment position in the second chessboard area.
[0398] In an optional embodiment, after the arrangement display module 2720, the device further includes:
[0399] The freeze display module 2750 is configured to freeze the display of the virtual chess piece arrangement of the second account during the preparation phase of the n-th round of the virtual battle, in response to the remaining duration of the preparation phase being less than or equal to a duration threshold; or to cancel the display of the virtual chess piece arrangement of the second account during the preparation phase of the n-th round of the virtual battle, in response to the remaining duration of the preparation phase being less than or equal to the duration threshold.
[0400] In an optional embodiment, after freezing the display module 2750, the device further includes:
[0401] The prompt animation display module 2760 is configured to, in response to the fact that the preparation phase has not yet ended and the virtual chess piece arrangement in the second chessboard area of the second account has changed, display a change prompt animation while maintaining the virtual chess piece arrangement unchanged, wherein the change prompt animation is used to indicate that the virtual chess piece arrangement of the second account has changed.
[0402] In an optional embodiment, the first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts; the second sub-area includes a second virtual chess piece;
[0403] The element display module 2740 is further configured to, in response to receiving a third selection operation on the second virtual chess piece, highlight in the second sub-area a third virtual chess piece that has a matchup gain relationship with the second virtual chess piece, the third virtual chess piece being a virtual chess piece that is put into battle in the second chessboard area of the second account, and the third virtual chess piece being displayed in the second sub-area according to its position in battle in the second chessboard area.
[0404] In an optional embodiment, the first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts; the second sub-area includes a second virtual chess piece;
[0405] The element display module 2740 is also used to highlight the target card in the hand area in response to receiving the fourth selection operation on the second virtual chess piece, and the target card is used to put the target virtual chess piece into the first chessboard area, and there is a match relationship between the target virtual chess piece and the second virtual chess piece.
[0406] In an optional embodiment, the first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts;
[0407] The arrangement display module 2720 is further configured to, in response to receiving a sliding operation on the second sub-area, display the virtual chess piece arrangement of the third account in the second sub-area, wherein the virtual chess piece arrangement of the third account is the arrangement of chess pieces of the third account in the third chessboard area, and the third chessboard area is the area displayed in the virtual game interface of the third account; or, in response to receiving a sliding operation on the account list in the virtual game interface, display the virtual chess piece arrangement of the third account in the second sub-area, wherein the account list includes multiple accounts, and the multiple accounts include the second account and the third account.
[0408] In an optional embodiment, the arrangement display module 2720 is further configured to, in response to receiving an arrangement display operation for two candidate accounts during the preparation phase of the nth round of virtual battle, display the virtual chess piece arrangement of the two candidate accounts in the first chessboard area, wherein the two candidate accounts include the target account that will engage in virtual battle with the first account in the nth round of virtual battle.
[0409] In an optional embodiment, the virtual chess piece arrangement of the second account corresponds to a plurality of virtual chess pieces;
[0410] The arrangement display module 2720 is further configured to hide at least one of the multiple virtual chess pieces when displaying the virtual chess piece arrangement of the second account; or, when displaying the virtual chess piece arrangement of the second account, replace at least one of the multiple virtual chess pieces with a preset virtual element.
[0411] In summary, the virtual chess piece layout display device provided by this application can display a virtual game interface for a first account. During the preparation phase for the nth round of a virtual match, it receives a layout display command for a second account and intuitively displays the second account's virtual chess piece layout in the first chessboard area of the first account, improving the player's efficiency in understanding chess piece layout information. Players can directly observe the virtual chess piece layouts of different accounts without having to repeatedly switch between different account perspectives, reducing the burden on computer operation, minimizing game screen lag, and conserving computer resources. Compared to related art, the method in which a player switches to another player's account perspective to obtain chess piece layout information from a mirrored perspective and then switches back to their own account perspective reduces the burden on the player to memorize chess piece layout information and adjust the layout in a mirrored manner, thereby improving the accuracy of the chess piece layout information obtained.
[0412] It should be noted that the device for displaying a virtual chess piece arrangement 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 device can be divided into different functional modules to complete all or part of the functions described above. In addition, the device for displaying a virtual chess piece arrangement provided in the above embodiment and the method for displaying a virtual chess piece arrangement are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0413] Figure 29 The following is a block diagram of a computer device 2900 according to an exemplary embodiment of the present application. Computer device 2900 may be a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. Computer device 2900 may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other similar names.
[0414] Typically, the computer device 2900 includes a processor 2901 and a memory 2902 .
[0415] The processor 2901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2901 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 2901 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2901 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2901 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0416] The memory 2902 may include one or more computer-readable storage media, which may be non-transitory. The memory 2902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2902 is used to store at least one instruction, which is executed by the processor 2901 to implement the method for displaying the virtual chess piece arrangement provided in the method embodiment of the present application.
[0417] In some embodiments, the computer device 2900 further includes other components, which can be understood by those skilled in the art. Figure 29 The structure shown in the figure does not constitute a limitation on the computer device 2900, and the computer device 2900 may include more or fewer components than shown in the figure, or combine some components, or adopt a different component arrangement.
[0418] Optionally, the computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid-state drive (SSD), or an optical disk. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0419] An embodiment of the present application also provides a computer device, which includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement a method for displaying a virtual chess piece arrangement as described in any of the above embodiments of the present application.
[0420] An embodiment of the present application also provides a computer-readable storage medium, which stores at least one instruction, at least one program, a code set, or an instruction set. The at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement a method for displaying a virtual chess piece arrangement as described in any of the above embodiments of the present application.
[0421] The present application also provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the method for displaying a virtual chess piece arrangement as described in any of the above embodiments.
[0422] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
[0423] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for displaying a virtual chess piece arrangement, characterized in that: The method comprises: Displaying a virtual game interface for a first account in a turn-based chess game, the virtual game interface including a hand area and a first chessboard area, the hand area displaying at least one card, the card being used to place virtual chess pieces in the first chessboard area, the virtual chess pieces in the first chessboard area being used to participate in a turn-based virtual battle based on a matchup arrangement; During the preparation phase of the nth round of the virtual battle, in response to receiving a display operation for a second account, displaying the second account's virtual chess piece arrangement in the first chessboard area, where n is a positive integer, and the second account's virtual chess piece arrangement is the arrangement of the second account's chess pieces deployed in the second chessboard area, which is the area displayed in the second account's virtual game interface; In response to a change in the virtual chess piece arrangement in the second chessboard area of the second account, the virtual chess piece arrangement in the first chessboard area of the second account is updated in real time.
2. The method according to claim 1, characterized in that The first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts; In response to receiving the arrangement display operation for the second account, displaying the virtual chess piece arrangement of the second account in the first chessboard area includes: In response to receiving the arrangement display operation for the second account, the virtual chess piece arrangement of the second account is displayed in the second sub-area of the first chessboard area, wherein the virtual chess piece arrangement of the second account is displayed in the second sub-area at a mirror perspective of the second chessboard area.
3. The method according to claim 2, characterized in that The method further comprises: Displaying a matchup simulation element between the first sub-area and the second sub-area, wherein the matchup simulation element is used to represent a predicted restraint relationship between the virtual chess pieces in the first sub-area and the virtual chess pieces in the second sub-area in a matchup arrangement; The first sub-area includes a first virtual chess piece, the second sub-area includes a second virtual chess piece, a matchup relationship exists between the first virtual chess piece and the second virtual chess piece, and the matchup simulation element includes an element indicating a restraint relationship between the first virtual chess piece and the second virtual chess piece.
4. The method according to claim 3, characterized in that The method further comprises: In response to receiving a first selection operation on the first virtual chess piece in the first sub-area, the second virtual chess piece in the second sub-area is highlighted.
5. The method according to claim 1, wherein In response to receiving the arrangement display operation for the second account, displaying the virtual chess piece arrangement of the second account in the first chessboard area includes: In response to the first account being matched with the second account in the nth round of virtual battle to establish a battle relationship, displaying an arrangement display indicator corresponding to the second account; In response to receiving a triggering operation on the arrangement display identifier, the virtual chess piece arrangement of the second account is displayed in the first chessboard area.
6. The method according to claim 1, characterized in that The first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts; In response to receiving the arrangement display operation for the second account, displaying the virtual chess piece arrangement of the second account in the first chessboard area includes: Displaying virtual chess pieces played by the first account in the first sub-area, wherein the virtual chess pieces played by the first account include the first virtual chess piece; In response to receiving a second selection operation on the first virtual chess piece, a second virtual chess piece that has a matchup relationship with the first virtual chess piece is displayed in the second sub-area, the second virtual chess piece being a virtual chess piece that is deployed in the second chessboard area of the second account, and the second virtual chess piece is displayed in the second sub-area according to its deployed position in the second chessboard area.
7. The method according to any one of claims 1 to 6, characterized in that: After displaying the virtual chess piece arrangement of the second account in the first chessboard area in response to receiving the arrangement display operation for the second account, the method further includes: In the preparation phase of the nth round of virtual battle, in response to the remaining duration of the preparation phase being less than or equal to a duration threshold, freezing the display of the virtual chess piece arrangement of the second account; or In the preparation phase of the nth round of virtual battle, in response to a remaining duration of the preparation phase being less than or equal to a duration threshold, the virtual chess piece arrangement of the second account is canceled from being displayed.
8. The method according to claim 7, characterized in that After freezing and displaying the virtual chess piece arrangement of the second account, the method further includes: In response to the preparation phase not being completed and the virtual chess piece arrangement in the second chessboard area of the second account changing, a change prompt animation is displayed while keeping the virtual chess piece arrangement unchanged, wherein the change prompt animation is used to indicate that the virtual chess piece arrangement of the second account has changed.
9. The method according to any one of claims 1 to 6, characterized in that: The first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts; the second sub-area includes a second virtual chess piece; After displaying the virtual chess piece arrangement of the second account in the first chessboard area in response to receiving the arrangement display operation for the second account, the method further includes: In response to receiving a third selection operation on the second virtual chess piece, a third virtual chess piece having a matchup gain relationship with the second virtual chess piece is highlighted in the second sub-area, the third virtual chess piece being a virtual chess piece that is deployed in the second chessboard area of the second account, and the third virtual chess piece is displayed in the second sub-area according to its deployed position in the second chessboard area.
10. The method according to any one of claims 1 to 6, characterized in that: The first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts; the second sub-area includes a second virtual chess piece; After displaying the virtual chess piece arrangement of the second account in the first chessboard area in response to receiving the arrangement display operation for the second account, the method further includes: In response to receiving a fourth selection operation on the second virtual chess piece, a target card is highlighted in the hand area, and the target card is used to put a target virtual chess piece into the first chessboard area. There is a match relationship between the target virtual chess piece and the second virtual chess piece.
11. The method according to any one of claims 1 to 6, characterized in that: The first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts; After displaying the virtual chess piece arrangement of the second account in the first chessboard area in response to receiving the arrangement display operation for the second account, the method further includes: In response to receiving a sliding operation on the second sub-area, displaying a virtual chess piece arrangement of a third account in the second sub-area, wherein the virtual chess piece arrangement of the third account is an arrangement of chess pieces placed by the third account in a third chessboard area, and the third chessboard area is an area displayed in a virtual game interface of the third account; or In response to receiving a sliding operation on the account list in the virtual game interface, a virtual chess piece arrangement of a third account is displayed in the second sub-area, where the account list includes a plurality of accounts, including the second account and the third account.
12. The method according to any one of claims 1 to 6, characterized in that: The method further comprises: In a preparation phase for an n-th round of virtual battle, in response to receiving an operation for displaying an arrangement of two candidate accounts, a virtual chess piece arrangement of the two candidate accounts is displayed in the first chessboard area, wherein the two candidate accounts include a target account to be virtual battled against the first account in the n-th round of virtual battle.
13. The method according to any one of claims 1 to 6, characterized in that: The virtual chess piece arrangement of the second account corresponds to a plurality of virtual chess pieces; The method further comprises: When displaying the virtual chess piece arrangement of the second account, hiding at least one virtual chess piece from the plurality of virtual chess pieces; or When displaying the virtual chess piece arrangement of the second account, at least one virtual chess piece among the plurality of virtual chess pieces is replaced by a preset virtual element.
14. A display device for virtual chess piece arrangement, characterized in that: The device comprises: a game interface display module, configured to display a virtual game interface of a first account in a turn-based chess game, the virtual game interface comprising a hand area and a first chessboard area, the hand area displaying at least one card, the card being used to place virtual chess pieces in the first chessboard area, the virtual chess pieces in the first chessboard area being used to participate in a turn-based virtual battle based on a matchup arrangement; an arrangement display module, configured to, in response to receiving an arrangement display operation for a second account during a preparation phase for an nth round of virtual battle, display the virtual chess piece arrangement of the second account in the first chessboard area, wherein n is a positive integer, the virtual chess piece arrangement of the second account is the arrangement of chess pieces deployed by the second account in the second chessboard area, and the second chessboard area is the area displayed in the virtual game interface of the second account; The updating display module is configured to update the virtual chess piece arrangement of the second account in the first chessboard area in real time in response to a change in the virtual chess piece arrangement in the second chessboard area of the second account.
15. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the method for displaying the virtual chess piece arrangement according to any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that The storage medium stores at least one program, which is loaded and executed by the processor to implement the method for displaying the virtual chess piece arrangement according to any one of claims 1 to 13.
17. A computer program product, characterized in that The method comprises a computer program, which, when executed by a processor, implements the method for displaying the virtual chess piece arrangement according to any one of claims 1 to 13.