Game picture display method and device, terminal and storage medium
By gradually accelerating the playback speed of the game screen in the overtime stage of the auto-chess game, the problem of low combat efficiency in turn-based chess games is solved, and the game's combat efficiency and user experience are improved.
Patent Information
- Application Number
- CN202410177958.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-02-08
- Publication Date
- 2025-08-08
AI Technical Summary
In turn-based chess games, how to reasonably control the duration of each round of game to improve combat efficiency.
After the auto-chess game enters the overtime stage, the playback speed of the game screen is gradually accelerated, so that the overtime playback speed is positively correlated with the duration of the overtime stage, and is greater than the picture playback speed in the battle stage.
It shortens the duration of the game screen displayed to users within the game round, and improves the combat efficiency of auto-chess games and the user's play experience.
Smart Images

Figure CN120437598A_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, device, terminal, and storage medium for displaying a game screen. Background Art
[0002] In turn-based chess games, such as Auto Chess, players select pieces from multiple sources and deploy them on the board. For ease of description, these pieces are referred to as their own pieces. During the battle phase, their own pieces battle against their opponent's pieces until all deployed pieces are eliminated, marking the end of the round. Therefore, effectively controlling the duration of each round to improve battle efficiency is a pressing technical challenge. Summary of the Invention
[0003] The embodiments of the present application provide a method, device, terminal, and storage medium for displaying game screens. These methods can gradually speed up the playback of game screens as the overtime period progresses after an Auto Chess game enters overtime, thereby shortening the duration of game screens displayed to the user during a game round and improving the efficiency of Auto Chess game play. The technical solution is as follows:
[0004] In one aspect, a method for displaying a game screen is provided, the method comprising:
[0005] During a battle phase of any round of a turn-based chess game, a game screen of the game round is displayed, wherein the game screen displays a plurality of chess pieces, including chess pieces of both sides of the battle;
[0006] If the battle phase ends but no winner is determined, displaying that the game round enters an overtime phase;
[0007] During the overtime stage, the game screen is displayed at an overtime playback speed, the overtime playback speed is positively correlated with the duration of the overtime stage and the overtime playback speed is greater than the screen playback speed of the game screen in the battle stage.
[0008] In another aspect, a device for displaying a game screen is provided, the device comprising:
[0009] A first display module is configured to display a game screen of any round of a turn-based chess game during a battle phase of the game round, wherein the game screen displays a plurality of chess pieces, including chess pieces of two opposing teams;
[0010] A second display module is used to display that the game round enters an overtime stage when the battle stage ends but no winner is determined;
[0011] The third display module is used to display the game screen at an overtime playback speed during the overtime stage, where the overtime playback speed is positively correlated with the duration of the overtime stage and is greater than the screen playback speed of the game screen during the battle stage.
[0012] In some embodiments, the third display module is used to, during the overtime stage, use the screen playback speed of the game screen in the battle stage as the initial speed, and as the overtime stage progresses, increase the screen playback speed according to a preset acceleration; at any moment in the overtime stage, display the corresponding game screen according to the screen playback speed at that moment.
[0013] In some embodiments, the third display module is used to render the game screen of the game round frame by frame in response to the game round entering the overtime stage based on the attributes of multiple chess pieces in the game screen to obtain at least one frame of game screen; and display the at least one frame of game screen frame by frame according to the overtime playback speed.
[0014] In some embodiments, the third display module is further used to extract at least one frame of target screen from the at least one frame of game screen when there is a target screen in the at least one frame of game screen, the target screen including at least one of a screen of a chess piece being eliminated, a screen of a chess piece launching an attack, and a screen of a chess piece being attacked; and display the at least one frame of target screen frame by frame according to the overtime playback speed.
[0015] In some embodiments, the third display module is used to render the game screen of the game round frame by frame at a preset frame rate in response to the game round entering the overtime stage based on the attributes of multiple chess pieces in the game screen, to obtain at least one frame of game screen, and the preset frame rate is lower than the frame rate of rendering the game screen in the battle stage; display the at least one frame of game screen frame by frame according to the overtime playback speed; or display the at least one frame of game screen frame by frame according to the screen playback speed of the game screen in the battle stage.
[0016] In some embodiments, the apparatus further comprises:
[0017] The fourth display module is used to display the game screen of the game round at the preset playback speed when the screen playback speed reaches the preset playback speed during the overtime stage; or, when the duration of the overtime stage reaches the preset duration, display the game screen of the game round at the target playback speed, and the target playback speed is the screen playback speed when the duration of the overtime stage reaches the preset duration.
[0018] In some embodiments, the apparatus further comprises:
[0019] The fifth display module is used to display a first prompt message when the overtime stage ends but no winner is determined, and the first prompt message is used to indicate that the game round is a draw.
[0020] In some embodiments, the apparatus further comprises:
[0021] a sixth display module, configured to display a second prompt message in response to the game round entering the overtime stage, wherein the second prompt message is used to prompt whether to skip the overtime stage;
[0022] a determination module, configured to, in response to a confirmation operation on the second prompt information, determine a game result of the game round based on current attributes of the remaining chess pieces on the game screen, wherein the attributes include at least one of attack power, attack speed, skill release speed, and health recovery speed, and the game results include victory, defeat, and draw;
[0023] The sixth display module is further configured to display the game result of the game round.
[0024] On the other hand, a terminal is provided, comprising a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the method for displaying a game screen as described in the above aspect.
[0025] On the other hand, a computer-readable storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the method for displaying a game screen as described in the above aspects.
[0026] On the other hand, a computer program product is provided, including a computer program, wherein the computer program is loaded and executed by a processor to implement the method for displaying a game screen as described in the above aspects.
[0027] An embodiment of the present application provides a method for displaying game screens, which can gradually speed up the playback speed of the game screens as the overtime stage progresses after the Auto Chess game enters the overtime stage, thereby shortening the length of the game screens displayed to the user during the game round, improving the battle efficiency of the Auto Chess game, and thus improving the user's gaming efficiency and gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0028] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0029] Figure 1 This is a structural block diagram of a computer system provided in an embodiment of the present application;
[0030] Figure 2 This is a flow chart of a method for interactive play in a turn-based chess game provided in an embodiment of the present application;
[0031] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided in an embodiment of the present application;
[0032] Figure 4 This is a card diagram of a chess piece card provided in an embodiment of the present application;
[0033] Figure 5 This is a card diagram of an effect card provided in an embodiment of the present application;
[0034] Figure 6 This is a card diagram of an equipment card provided in an embodiment of the present application;
[0035] Figure 7 This is a card diagram of a chess player card provided in an embodiment of the present application;
[0036] Figure 8 This is a flowchart of another method for interactive play in a turn-based chess game provided in an embodiment of the present application;
[0037] Figure 9 This is a schematic diagram of a chess player selection interface provided in an embodiment of the present application;
[0038] Figure 10 This is a schematic diagram of a game interface in the preparation stage provided by an embodiment of the present application;
[0039] Figure 11 This is a schematic diagram of an interface for playing cards in the preparation phase provided by an embodiment of the present application;
[0040] Figure 12 This is a schematic diagram of the upgrade process of an upgrade button provided in an embodiment of the present application;
[0041] Figure 13 This is a schematic diagram of chess pieces engaging in battle in a chessboard area provided by an embodiment of the present application;
[0042] Figure 14 This is a schematic diagram of an interface of a game interface in the battle phase provided by an embodiment of the present application;
[0043] Figure 15 This is a schematic diagram of a settlement interface provided in an embodiment of the present application;
[0044] Figure 16 This is a flowchart of a method for displaying a game screen provided by an embodiment of the present application;
[0045] Figure 17 This is a flowchart of another method for displaying a game screen provided by an embodiment of the present application;
[0046] Figure 18 This is a schematic diagram of a game screen in the preparation stage provided by an embodiment of the present application;
[0047] Figure 19 This is a schematic diagram of a game screen in a battle phase provided by an embodiment of the present application;
[0048] Figure 20 This is a schematic diagram of a game screen during an overtime period provided by an embodiment of the present application;
[0049] Figure 21 This is a schematic diagram of another overtime game screen provided by an embodiment of the present application;
[0050] Figure 22 This is a schematic diagram of a first prompt information provided in an embodiment of the present application;
[0051] Figure 23 is a schematic diagram of a game result provided by an embodiment of the present application;
[0052] Figure 24 This is a schematic diagram of a second prompt information provided in an embodiment of the present application;
[0053] Figure 25 This is a flowchart of a game round provided by an embodiment of the present application;
[0054] Figure 26 This is a schematic structural diagram of a device for displaying a game screen provided in an embodiment of the present application;
[0055] Figure 27 1 is a schematic structural diagram of another game screen display device provided in an embodiment of the present application;
[0056] Figure 28 This is a schematic diagram of the structure of a terminal provided in an embodiment of the present application;
[0057] Figure 29 This is a structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION
[0058] In order to make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0059] In this application, the terms "first", "second", etc. are used to distinguish identical or similar items with substantially the same effects and functions. It should be understood that there is no logical or temporal dependency between "first", "second", and "nth", nor is there any limitation on the quantity and execution order.
[0060] In the present application, the term "at least one" means one or more, and the term "plurality" means two or more.
[0061] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the game screen and chess piece attributes involved in this application are obtained with full authorization.
[0062] The following explains the terms used in this application.
[0063] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged arrangement. 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 eliminated (i.e., the health points of the virtual characters are reduced to zero), that side is the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the 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.
[0064] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each of whom occupies an area on the board. Two of the multiple players compete in a one-on-one battle. 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 automatically engage until all of one team's pieces are eliminated. The player whose pieces are all eliminated loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).
[0065] Chessboard: refers to the area in the battle interface of a turn-based chess game used to prepare for and conduct battles. The chessboard can be any one of a two-dimensional chessboard area, a 2.5-dimensional chessboard area, and a three-dimensional chessboard area, and this application does not limit this.
[0066] The traditional Auto Chess board is divided into a battle area and a piece candidate area. The battle area includes several equally sized squares, which are used to place the pieces that will be used in the battle. The piece candidate area includes several candidate pieces, which are used to place candidate pieces. These candidate pieces do not participate in the battle but can be dragged and placed in the battle area during the preparation phase. The board area provided in the embodiments of this application does not include the piece candidate area, but only the battle area.
[0067] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, schematically, n is an integer multiple of 2, and two adjacent rows of chess squares are aligned, or two adjacent rows of chess squares are staggered. In addition, the battle area is divided into two parts according to the rows, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, the users can only place chess pieces in the own battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess square can be any one of square, rectangle, circle, and hexagon. The embodiment of the present application does not limit the shape of the chess square.
[0068] 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.
[0069] 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.
[0070] 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.
[0071] 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.
[0072] Figure 1 1 is a block diagram of a computer system provided in an embodiment of the present application. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.
[0073] 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, the first user 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.
[0074] 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.
[0075] Optionally, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user and the second user are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located on different chessboards, i.e., the first user and the second user are on different chessboards in the same game. It should be noted that, in an optional embodiment, a game of a turn-based chess game is jointly participated in by six user accounts, and the six user accounts are matched up in pairs in each round, and the two matched user accounts play against each other on the same chessboard during the round.
[0076] 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 are the same or different device types, and the device type includes at least one of: a smartphone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a laptop computer, and a desktop computer. The following embodiment uses the example of a terminal including a smartphone.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] 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.
[0081] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store user account data used by the first terminal 110, the second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where the user accounts are located. The battle service module 124 is configured to provide multiple battle rooms for users to engage in battles. The user-facing I / O interface 125 is configured to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network.
[0082] 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.
[0083] Figure 2 This is a flow chart of a method for interactive game play in a turn-based chess game provided in an embodiment of the present application. This embodiment uses the method executed by a terminal as an example, in which a client supporting turn-based chess games is running. The method includes:
[0084] 201. Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area, wherein the hand area displays at least one card.
[0085] The game interface is where two 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.
[0086] Figure 3 This is a schematic diagram of the interface of a turn-based chess game provided in an embodiment of the present application. Figure 3 As shown, the game interface includes a chessboard area 301 and a hand area 302 .
[0087] The chessboard area 301 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle. The chessboard area 301 includes a plurality of chess squares 303 arranged in an array. These chess squares 303 may be displayed at all times or only at certain times. Optionally, the chessboard area 301 may be a two-dimensional or three-dimensional chessboard. This embodiment illustrates 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.
[0088] The hand area 302 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.
[0089] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 302. The order of arrangement can be determined based on at least one of the following factors: the time of draw, card type, number of cards of the same type, number of copies of the same card, and card quality. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. Exceeding this limit will result in the discarding of excess cards. The player object can play all or part of the deck during each game round. Optionally, the player object can also replace all or part of the deck during each game round. Optionally, different cards have different card types. Different card types have different battle preparation functions.
[0090] A round of a turn-based chess game consists of multiple game rounds, each of which includes a preparation phase and a battle phase.
[0091] 202. In the battle preparation phase, in response to a play operation on at least one card, perform battle preparation operations related to one's own chess pieces.
[0092] The playing operation refers to the operation of playing one or more cards held. Schematically, the playing operation is the operation of dragging a selected card toward the board area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing cards can also be provided, whereby the player object plays cards on behalf of the player in certain game rounds, such as the client intelligently recommending playing cards for novice players in the first few game rounds.
[0093] At least one local chess piece is a virtual chess piece that participates in at least one game round (including the current game 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 a 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 a three-dimensional image. In the initial state, there may be zero local chess pieces located in the chessboard area, and the local player object can add, delete, or supplement the chessboard area. Local chess pieces that were not eliminated in the previous game round may be automatically inherited in the next game round. Optionally, all local chess pieces in the previous game round may be automatically inherited in the next game round.
[0094] The display state of the selected card is different from the display state of the unselected card. Optionally, the selected card has a highlighting effect, which includes: a bold border, a highlighted border, a dynamic border, and the placement position in the card queue is moved a preset distance toward the board area.
[0095] Preparation operations include at least one of: increasing one's own chess pieces, reducing one's own chess pieces, upgrading one's own chess pieces, adding equipment to one's own chess pieces, reducing equipment to one's own chess pieces, and increasing the buff effect of one's own chess pieces.
[0096] Since different card types have different effects, a preparation operation is performed on at least one of the own chess pieces in the chessboard area based on the card type of the selected card.
[0097] During the preparation phase, the player object will prepare at least one of its own chess pieces in the chessboard area, and the enemy player object will prepare at least one enemy chess piece in the chessboard area.
[0098] 203. During the battle phase, the chess pieces of your side and the enemy side will automatically engage in battle in the chessboard area.
[0099] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are eliminated.
[0100] Both the player object and the enemy player object have health points. After the game round ends, the losing player object's health points will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.
[0101] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas 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.
[0102] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0103] Classification of card types:
[0104] In some embodiments, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a chess player card.
[0105] Chess Cards:
[0106] Pawn cards are used to summon your own pieces in the chessboard area or upgrade the piece level of your own pieces. Figure 4 This is a schematic diagram of a chess piece card provided in an embodiment of the present application. The chess piece card displays at least one of the following information: a chess piece image 401, a chess piece name 402, the energy consumed when the card is played 403, the chess piece type or faction 404 to which the chess piece belongs, the level of the chess piece increased after the card is played 405, and a description of the additional effects of the chess piece 406.
[0107] The chess piece image 401 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of the virtual chess piece. Figure 4 In the example, the chess piece image 401 is a bust of a virtual chess piece.
[0108] The chess piece name 402 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.
[0109] Energy value 403 refers to the energy consumed when playing this chess card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities consume different amounts of energy when played. For example, five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively, when played.
[0110] Piece type 404 is a categorization attribute that identifies the role a piece plays during combat. In one example, different pieces can be classified as at least one of the following: tank, warrior, assassin, mage, shooter, or support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual worldview. In one example, different pieces can be classified into at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the Great Wall Guard in the virtual worldview both belong to the Great Wall Faction. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as different categorization attributes as an example.
[0111] The level 405 that the piece is upgraded to after a card is played refers to the level that the existing piece with the same name (i.e., the same piece) is upgraded to after the card is played. For example, if level 405 is 3 and the piece with the same name was originally at level 2, then after playing the card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the piece with the same name to different levels after being played. For example, five different quality cards can upgrade the piece with the same name to levels 1, 2, 3, 4, and 5, respectively, after being played.
[0112] The additional effect description 406 of a chess piece is a description of the additional effect of the chess piece. This additional effect can be triggered upon playing, or it can be activated when a trigger condition is met during the game. For example, chess piece 1 has an exclusive skill: when chess piece 1 is on the board, whenever another chess piece on the board is sold, a randomly selected chess piece of the "tank" type on the board will be randomly selected, and the chess level of the randomly selected chess piece will be increased by a first value, which is half the level of the sold chess piece.
[0113] Effect Cards:
[0114] Effect cards are cards used to apply effects to at least one game factor in the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, hand card acquisition processes, etc. Figure 5 Schematic diagram of an effect card provided in an embodiment of the present application. The effect card displays at least one of the following information: an effect icon 501, an effect name 502, an energy value 503 consumed when the card is played, and an effect description 504 of the effect card.
[0115] The effect icon 501 may be an icon used to represent the benefit effect of the effect card. Figure 5 The effect name 502 is the name of the effect card or the name of the benefit effect.
[0116] Energy value 503 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.
[0117] The effect description 504 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:
[0118] 1. Increase the probability and / or quantity of chess cards obtained by your players;
[0119] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;
[0120] 3. Reduce the energy consumed by your players when acquiring chess cards;
[0121] 4. Increase the number of chess cards that your players can exchange for;
[0122] 5. Reduce the energy consumed by your players when exchanging chess cards;
[0123] 6. Improve the level of at least one chess piece on the field;
[0124] 7. Add equipment to at least one chess piece on the field;
[0125] 8. Upgrade the equipment level of at least one chess piece on the field;
[0126] 9. Reduce energy consumption when playing / changing cards;
[0127] 10. Increase the probability of obtaining certain cards;
[0128] 11. Increase the number of cards that can be obtained;
[0129] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.
[0130] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.
[0131] In some embodiments, effect cards can be categorized as at least one of general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type or faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and range of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, only pieces of a specific piece type can acquire, use, or benefit from a card. Faction effect cards are effect cards whose attributes are related to faction. For example, only pieces of a specific faction can acquire, use, or benefit from a card.
[0132] For example, a certain chess piece type effect card can only be obtained with a certain probability when a chess piece card of that chess piece type is played.
[0133] Equipment Cards:
[0134] Equipment cards are cards used to equip at least one of your own pieces. Figure 66. This is a card diagram of an equipment card provided in an embodiment of the present application. The equipment card displays at least one of the following information: an equipment icon 601, an equipment name 602, an energy value 603 consumed when the card is played, and a description of the effect of the equipment card 604.
[0135] The equipment icon 601 may be an icon used to represent the image of the equipment or the effect of the equipment. Figure 6 6. The equipment name 602 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capability of the player's piece in different dimensions such as health, armor, defense, and mana, or weaken the combat capability of the enemy piece.
[0136] Energy value 603 refers to the amount of energy consumed when playing this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.
[0137] The effect description 604 of the equipment card is used to describe the effect of the equipment after being worn.
[0138] Chess player cards:
[0139] Player cards are cards acquired through the player skills of a player avatar. Player cards can be acquired 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.
[0140] Figure 7 7 is a card diagram of a chess player card provided in an embodiment of the present application. The chess player card displays at least one of the following information: a card icon 701, a chess player card name 702, an energy value consumed when the card is played 703, and a description of the effect of the chess player card 704.
[0141] The card icon 701 may be an icon used to represent the effect of the card. Figure 7 The player card name 702 is the name of the player card or the name of the effect.
[0142] Energy value 703 refers to the amount of energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.
[0143] The effect description 704 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect scope of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, influence the acquisition process of the hand cards, and other forms of effects. The effect of the player card can be designed to influence any process or details in the game, and the present embodiment of the application does not limit this.
[0144] Based on the introduction of the above four types of cards:
[0145] On the one hand, different types of cards have different functions. Piece cards can eliminate the shop in traditional Auto Chess based on the gameplay characteristics of the cards. Effect cards can eliminate the effect buttons or controls in traditional Auto Chess. Equipment cards can eliminate the jungle phase in traditional Auto Chess. Player cards can incorporate the gameplay characteristics of each player. By simplifying the different mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle screen, simplify the operation of the player object, and improve the efficiency of human-computer interaction for the player object.
[0146] On the other hand, compared with three-dimensional chess pieces, two-dimensional cards cannot carry text information well because the text information that three-dimensional chess pieces can carry is limited. The card characteristics of two-dimensional cards can naturally carry more text information and icon information. Therefore, compared with the three-dimensional chess pieces in traditional preparation stages, two-dimensional cards can increase the amount of information carried within the limited display range of small-screen terminals and improve information transmission efficiency.
[0147] It should be noted that the above-mentioned cards can not only be played in the preparation phase, but some cards can also be played in the battle phase, such as certain equipment cards, effect cards that immediately draw 2 more cards, etc.
[0148] How to obtain cards:
[0149] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:
[0150] Obtaining Condition 1: Start a new round of turn-based battle. Each time a new round of turn-based battle starts, you will receive a certain number of cards. For example, the first round of turn-based battle will draw 4 cards, and the subsequent rounds of turn-based battle will draw 2 cards.
[0151] Acquisition Condition 2: Use a pre-set chess card. Pre-set chess cards are chess cards with additional abilities, such as drawing, adding, or duplicating cards. For example, a chess card with the same name as a currently playing chess piece will grant an additional effect card when played.
[0152] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.
[0153] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.
[0154] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.
[0155] Acquisition condition 6: The player level of the chess player's virtual character is upgraded; after the chess player level is upgraded, higher quality or more cards can be unlocked.
[0156] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.
[0157] Obtaining condition 8: Purchase card operation;
[0158] Acquisition Condition 9: A preset player skill is triggered. 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.
[0159] It should be noted that the above acquisition conditions can be combined. For example, some cards can only be obtained by using the preset player cards after reaching the player level 2. It should also be noted that the acquisition conditions for different types of cards can be completely different, completely the same, or some conditions can be the same and some different.
[0160] Figure 8 This is a flow chart of another method for interactive play in a turn-based chess game provided in an embodiment of the present application. This embodiment uses the method executed by a terminal as an example. The method includes:
[0161] Player selection phase:
[0162] 801. Select a virtual chess player character of your side, where the virtual chess player character is used to represent a virtual character that controls at least one chess piece of your side.
[0163] Before each game begins, the player character selects their desired player avatar. Different player avatars have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors.
[0164] In some embodiments, different player skills have their own passive triggering mechanisms that allow the player character to obtain cards with special effects. For example, a player's skill effect is: every time three chess cards are played, the player obtains a Treasure Player card. The effect of this Treasure Player card is: consume 1 energy point and increase the level of a designated player on the board by 2.
[0165] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application. Figure 9 As shown, before starting a game, a player selection interface is displayed. This player selection interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 901 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner. The virtual players selected by the other player objects are displayed in a normal sitting position, normal size, and distributed on both sides.
[0166] On the player selection interface, several candidate player avatars 902 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 903.
[0167] A player skill button 904 is also displayed on the player selection interface. In response to the player skill button 904 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.
[0168] Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects the player avatar, they can click the "Confirm" button 905 to enter the ready state.
[0169] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.
[0170] The preparation phase of each game round:
[0171] 802. Display a game interface of a turn-based chess game, where the game interface includes a chessboard area and a hand card area.
[0172] Figure 10 This is a schematic diagram of a game interface in the preparation stage provided by an embodiment of the present application. Figure 10 , chessboard area 1001 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of chessboard area 1001 is used to place at least one enemy chess piece, and the lower half of chessboard area 1001 is used to place at least one friendly chess piece. Hand area 1002 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards in the current round have been played), the number of cards displayed in hand area 1002 is 0.
[0173] Optionally, attribute information for the n player objects participating in the current game is also displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. A player skill button 11 is displayed in the lower left corner of the game interface. A card swap button 12 and an upgrade button 13 are also displayed in the lower right corner of the game interface. The card swap button 12 is used to replace one or more cards in the hand area 1002. The upgrade button 13 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.
[0174] Optionally, an energy control 14 is displayed on 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.
[0175] 803. In response to the playing operation of at least one card, execute a battle preparation operation related to the own chess piece.
[0176] 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:
[0177] Step 8031: In response to a play operation on a chess card, executing a battle preparation operation related to at least one own chess piece in the chessboard area;
[0178] Step 8032: In response to the play operation on the equipment card, equip all or part of the at least one chess piece with virtual equipment;
[0179] Step 8033: 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;
[0180] Step 8034: In response to the card-playing operation on the player's card, perform a preparation operation related to at least one factor in the game.
[0181] 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 8031, 8032, 8033, and 8034 are executed in each round of turn-based battle may change, and this embodiment does not limit this.
[0182] Regarding step 8031 (chess card):
[0183] 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.
[0184] 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.
[0185] 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.
[0186] 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.
[0187] Figure 11 This is a schematic diagram of an interface for playing cards in the preparation phase provided by an embodiment of the present application. Figure 10 Take the 4th card in as an example, combined with reference Figure 11In response to a drag operation on the first chess piece card, a first own chess piece 1101 and a first indicator arrow 1102 are displayed. First own chess piece 1101 is a three-dimensional piece that slides in accordance with the real-time position of the drag operation. First indicator arrow 1102 starts at the position of the first chess piece card before it is played and ends at the real-time position of the drag operation. If the drag operation is released at the first candidate square, first own chess piece 1101 is summoned to the first candidate square.
[0188] based on Figure 11 It can be seen that this interaction method cancels the chess piece preparation area, and the hand card area takes into account both the chess piece acquisition and preparation functions, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.
[0189] 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.
[0190] 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.
[0191] For step 8032 (equip the card):
[0192] 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.
[0193] In response to a dragging operation of dragging the second indicator element to the second own chess piece, dressing the second own chess piece with virtual equipment;
[0194] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.
[0195] For step 8033 (effect card):
[0196] 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.
[0197] According to the objects of action, effect cards are divided into two categories:
[0198] Type 1: Increases the effect on the own chess pieces within the chessboard area;
[0199] Type 2: Adds effects to the card acquisition process.
[0200] 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.
[0201] In response to the play operation on the type two effect card, an effect is added to the card acquisition process, for example, two identical player cards are drawn consecutively.
[0202] For step 8034 (player card):
[0203] In response to the play operation on the player's card, at least one of the following preparation operations is performed:
[0204] 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.
[0205] 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.
[0206] 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.
[0207] Card swap function:
[0208] During the preparation phase, your player can also exchange one or more cards from their hand. Clicking the swap button allows you to swap one or more cards. Swapping cards costs energy. For example, you can only swap cards once per round. You can swap multiple cards at once, but regardless of the number of cards swapped, it costs 1 energy.
[0209] Delete card function:
[0210] During the card play process, dragging a card to a designated location will delete or sell it. The resources consumed by a deleted card 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. Alternatively, each deleted card will gain multiple energy points, with the amount of energy gained being directly proportional to the level of the deleted card.
[0211] Player level upgrade function:
[0212] Each round, your player object receives a certain amount of energy. Unused energy from one round accumulates and can be used to upgrade your player level. Higher player levels increase the quality of the cards drawn each round, unlocking new abilities such as talents and purchasable equipment. Optionally, the upgrade button can display different colored quality indicators. As your player level increases, the corresponding quality indicator will light up, indicating the cards available at that player level. Figure 12 This is a schematic diagram of the upgrade process of an upgrade button provided in an embodiment of the present application. Figure 12 The small rounded rectangle is shown as an example, but other shapes or forms are also possible.
[0213] 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.
[0214] The combat phase of each game round:
[0215] 804. During the battle phase, the chess pieces of your side and the enemy side will automatically engage in battle in the chessboard area.
[0216] 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 eliminated.
[0217] Figure 13 This is a schematic diagram of a chess piece fighting in a chessboard area provided by an embodiment of the present application. Figure 13 As shown, a schematic diagram of an automatic battle between a player's chess piece 1301 and an enemy chess piece 1302 in a melee on the chessboard. The movement, skill release, attack, and other behaviors of the two chess pieces during the battle do not require manual control by the player.
[0218] Battle settlement phase:
[0219] 805. Calculate the health value of the virtual character of your player, and start the next round of turn-based battle or end the current game based on the health value.
[0220] 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.
[0221] When the health value is deducted to zero, the player is eliminated from the game.
[0222] 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.
[0223] In some embodiments, the damage calculation is based on the number of pieces remaining on the winning side's board. Figure 14 This is a schematic diagram of a game interface in the battle phase provided by an embodiment of the present application. Figure 14 As shown, when the opponent is the loser, there is only one enemy chess piece 1401 left, and then the life value of the opponent's chess piece virtual character 1402 is calculated. A life value progress bar can be displayed above the head of the chess piece virtual character 1402.
[0224] For example, Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application. Figure 15 As shown, the settlement interface displays the settlement information of this game. The settlement information includes player rankings, players used by each player, lineups, chess piece types, and other information.
[0225] 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.
[0226] 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.
[0227] 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.
[0228] 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.
[0229] Figure 16 This is a flow chart of a method for displaying a game screen provided by an embodiment of the present application. Figure 16 As shown, in the embodiment of the present application, the method for displaying the game screen is described by taking the execution by the terminal as an example. The method includes the following steps:
[0230] 1601. During a battle phase of any round of a turn-based chess game, a terminal displays a game screen of the game round. The game screen displays a plurality of chess pieces, including chess pieces of both sides.
[0231] In an embodiment of the present application, the turn-based chess game is an Auto Chess game. When any game round of the Auto Chess game enters the battle phase, the terminal displays the game screen of that game round. For example, the game screen can be a virtual scene provided by an Auto Chess game application installed or running on the terminal. A chessboard area is displayed in the virtual field, and multiple chess pieces deployed by the two opposing teams are located on the chessboard area. During the battle phase, the multiple chess pieces deployed by the two opposing teams will automatically move around the chessboard area and automatically engage in battle within the chessboard area. Accordingly, the terminal uses the game screen to demonstrate the movement of the chess pieces on the chessboard area and the interaction between the chess pieces.
[0232] 1602. If the battle phase ends but the winner is not determined, the terminal will display that the game round has entered the overtime phase.
[0233] In the embodiments of the present application, the battle phase is typically time-limited. For example, the battle phase is limited to 16 seconds, 30 seconds, or 45 seconds. Below, a battle phase of 30 seconds is used as an example. If the battle phase reaches 30 seconds but the two sides still have not yet determined a winner, the terminal displays that the game round has entered the overtime phase. The overtime phase refers to the extended game time due to the absence of a winner within the regular game time. The regular game time is the battle phase, and the extended game time is the overtime phase.
[0234] 1603. During the overtime phase, the terminal displays the game screen at an overtime playback speed. The overtime playback speed is positively correlated with the duration of the overtime phase and is greater than the screen playback speed of the game screen during the battle phase.
[0235] In an embodiment of the present application, in order to improve the efficiency of the overtime stage, the terminal displays the game screen of the overtime stage at the overtime playback speed. Among them, the overtime playback speed continues to increase as the overtime stage progresses. Therefore, after the game enters the overtime stage, the screen playback speed of the game screen becomes faster and faster as the overtime stage progresses. Since the game screen is used to demonstrate the movement and interaction of the chess pieces. Therefore, as the screen playback speed increases, the movement speed and interaction speed of the chess pieces in the game screen will gradually increase, thereby improving the overall performance speed of the game. It should be noted that the acceleration of the chess piece's movement speed and interaction speed is a speed-up in the user's perception. In fact, the various attributes of the chess piece, such as the attack speed and skill release speed, have not changed.
[0236] For example, during the initial battle phase of a game, the screen playback speed is 1x. During the overtime phase, if the game screen is still displayed at 1x speed, 30 seconds of game screen may need to be displayed before the winner is determined. During the overtime phase, if the game screen playback speed is gradually increased from 1x speed as the initial speed, only 10 seconds of game screen may need to be displayed before the winner is determined. This shortens the length of the game screen displayed during the overtime phase, reduces the playing time of the overtime phase, and improves the efficiency of the game.
[0237] An embodiment of the present application provides a method for displaying game screens, which can gradually speed up the playback speed of the game screens as the overtime stage progresses after the Auto Chess game enters the overtime stage, thereby shortening the length of the game screens displayed to the user during the game round, improving the battle efficiency of the Auto Chess game, and thus improving the user's gaming efficiency and gaming experience.
[0238] Figure 17 This is a flow chart of another method for displaying a game screen provided by an embodiment of the present application. Figure 17As shown, in the embodiment of the present application, the method for displaying the game screen is described by taking the execution by the terminal as an example. The method includes the following steps:
[0239] 1701. During a battle phase of any round of a turn-based chess game, a terminal displays a game screen of the game round. The game screen displays a plurality of chess pieces, including chess pieces of both sides.
[0240] In an embodiment of the present application, a terminal is installed or running an application for a turn-based chess game. A user can use the terminal to launch the application and use the game services for the turn-based chess game provided by the application. The following description uses the turn-based chess game Auto Chess as an example. A game of Auto Chess typically includes multiple game rounds. Each game round includes a preparation phase and a battle phase. During the preparation phase, the user can deploy chess pieces on the chessboard. During the battle phase, the chess piece lineups deployed by the two opposing teams are locked, and the multiple chess pieces on the chessboard automatically move and interact until the game round ends.
[0241] Figure 18 This is a schematic diagram of a game screen in the preparation stage provided by an embodiment of the present application. Figure 18 As shown, in the preparation phase of a game round, the game screen displays a chessboard area, a hand area, a countdown 1801 for the preparation phase, and chess pieces 1802 placed on the chessboard area. Before the countdown for the preparation phase ends, the user can drag a card 1803 in the hand area to any square on the chessboard area. Figure 18 In the game screen shown, a user is dragging a card 1804 from the hand area onto a chess square. In response to the user dragging a card from the hand area, the terminal displays a 3D model of the chess piece corresponding to that card and displays multiple chess squares on the board area, instructing the user to drag the 3D model of the chess piece onto any square. Upon completion of the dragging operation, the terminal blocks the multiple chess squares on the board area.
[0242] In response to the countdown of the preparation phase ending, the game round enters the battle phase. In the battle phase, the chess pieces of the two opposing sides interact in a confrontational manner on the chessboard until all the chess pieces of one side are eliminated, or until the battle phase ends.
[0243] Figure 19 Schematic diagram of a game screen in a battle phase provided by an embodiment of the present application. Figure 19 As shown, in the battle phase of the game round, the game screen displays the chessboard area, the hand area, the countdown 1901 of the battle phase, the game characters of the two sides, and the multiple chess pieces fighting on the chessboard area. Figure 19As can be seen, during the battle phase of a game round, the remaining match time is displayed on the game screen via a gradually shortening progress bar, which is the countdown to the battle phase, 1901. The game screen also displays the movement of chess pieces on the board and interactions between them, such as attacking and rescuing. It should be noted that during the battle phase, the player cannot manually control the movement of chess pieces on the board. The movement trajectory of chess pieces on the board and the interactive targets selected by chess pieces are determined by the terminal or backend server.
[0244] 1702. If the battle phase ends but no winner is determined, the terminal will display that the game round has entered the overtime phase.
[0245] In this embodiment of the present application, the battle phase ends in response to the countdown ending for the battle phase. If both players' pieces have not been eliminated at the end of the battle phase, the outcome of the game round cannot be determined. Therefore, the terminal displays that the game round has entered the overtime phase. The overtime phase refers to the extended game time that occurs when a winner is not determined within the regular game time. The regular game time is the battle phase, and the extended game time is the overtime phase.
[0246] The match time of the battle phase can be a preset duration, such as 20 seconds, 30 seconds, or 45 seconds, which is not limited in the embodiments of the present application. When the match time of the battle phase is 30 seconds, in response to the game round entering the battle phase, the terminal displays a gradually shortening progress bar and a 30-second countdown on the game screen. When the 30-second countdown ends, the length of the progress bar is shortened to 0. If the winner is still not determined at this time, the game round enters the overtime phase.
[0247] In some embodiments, the terminal can display the game round entering the overtime stage in a variety of ways. For example, the terminal displays the prompt text "Overtime" in the game screen, and blocks the prompt text when the display duration of the prompt text reaches the target duration. Alternatively, the terminal can also display prompt text with dynamic effects in the game screen. Among them, dynamic effects include effects such as gradually increasing font size, gradually changing color, and gradually changing display position, which are not limited in the embodiments of the present application. Alternatively, the terminal can also directly display a gradually shortening progress bar and a gradually decreasing countdown to prompt the user that the game round has entered the overtime stage and the remaining game time in the overtime stage.
[0248] Figure 20 Schematic diagram of a game screen during overtime provided by an embodiment of the present application. Figure 20As shown, when the battle phase ends but the winner is not determined, the terminal can display the overtime phase countdown 2001 and prompt text 2002 on the game screen to prompt the user that the game round has entered the overtime phase. It should be noted that the terminal does not need to display the prompt text 2002 on the game screen, and this embodiment of the application is not limited to this.
[0249] 1703. During the overtime phase, the terminal displays the game screen at an overtime playback speed. The overtime playback speed is positively correlated with the duration of the overtime phase and is greater than the screen playback speed of the game screen during the battle phase.
[0250] In an embodiment of the present application, the terminal displays the game screen of the game round at the overtime playback speed during the overtime stage to shorten the display time of the game screen, thereby improving the efficiency of the game during the overtime stage. Among them, the overtime playback speed refers to the screen playback speed that continues to increase as the overtime stage progresses. Therefore, after the game enters the overtime stage, the screen playback speed of the game screen becomes faster and faster as the overtime stage progresses. Since the game screen is used to demonstrate the movement and interaction of the chess pieces, therefore, as the screen playback speed increases, the movement speed and interaction speed of the chess pieces in the game screen will gradually increase, thereby improving the overall performance speed of the game.
[0251] For example, during the initial battle phase of a game, the screen playback speed is 1x. During the overtime phase, if the game screen is still displayed at 1x speed, 30 seconds of game screen may need to be displayed before the winner is determined. During the overtime phase, if the game screen playback speed is gradually increased from 1x speed as the initial speed, only 10 seconds of game screen may need to be displayed before the winner is determined. This shortens the length of the game screen displayed during the overtime phase, reduces the match time during the overtime phase, and improves the efficiency of the game.
[0252] In some embodiments, during the overtime phase, the terminal continuously increases the screen playback speed according to a preset acceleration. Accordingly, during the overtime phase, the terminal uses the screen playback speed of the game screen in the battle phase as the initial speed, and gradually increases the screen playback speed according to the preset acceleration as the overtime phase progresses. At any moment in the overtime phase, the terminal can display the corresponding game screen according to the screen playback speed corresponding to that moment. Since the screen playback speed is gradually increased, the display speed of the game screen is gradually accelerated for the user, that is, the movement speed and interaction speed of the chess pieces are gradually accelerated, which enables the user to gradually feel the tension of the game without feeling the sudden change in the game speed, thereby improving the user's gaming experience.
[0253] Among them, the screen playback speed of the game screen in the battle stage is 1x speed. The preset acceleration can be a preset acceleration value, such as 0.1x speed / second, 0.15x speed / second or 0.2x speed / second, and the embodiment of the present application is not limited to this. For example, when the preset acceleration is 0.15x speed / second, from the 0th second to the 1st second of the overtime stage, the screen playback speed gradually increases from 1x speed to 1.15x speed; from the 1st second to the 2nd second, the screen playback speed gradually increases from 1.15x speed to 1.3x speed. By gradually increasing the screen playback speed, the user can have enough time to adapt to the change in the playback speed of the game screen, thereby avoiding a poor gaming experience for the user due to a sudden change in speed. It should be noted that in the process of gradually increasing the screen playback speed, the playback speed of each frame of the game screen displayed on the terminal will increase accordingly.
[0254] In some embodiments, during the overtime phase, the terminal can render the game screen while displaying the rendered game screen at the overtime playback speed. In response to the game round entering the overtime phase, the terminal renders the game screen of the game round frame by frame based on the attributes of multiple chess pieces in the game screen, and obtains at least one frame of game screen. Among them, the attributes of the chess pieces include at least one of the chess piece's attack power, attack speed, skill release speed, and health value recovery speed. Then, the terminal displays the at least one frame of the rendered game screen frame by frame at the overtime playback speed. By displaying the at least one frame of the game screen rendered frame by frame at the overtime playback speed, not only is it possible to display the game screen while rendering the game screen, but it is also possible to gradually speed up the screen playback speed of the game screen, thereby improving the rendering and display efficiency of the game screen.
[0255] For example, during the frame-by-frame rendering process, the terminal obtains the attributes of multiple chess pieces on the chessboard in real time. The terminal then renders the game screen based on the attributes of the multiple chess pieces, thereby obtaining a game screen that can display content such as the chess pieces initiating attacks, being attacked, receiving damage, or recovering health.
[0256] It should be noted that during the frame-by-frame rendering of the game screen, the terminal may also batch render a preset number of frames of the game screen. The preset number may be 30, 60, or 120, and is not limited in this embodiment of the present application. For example, the terminal batch renders 60 frames of game screen at a time. After the terminal obtains 60 frames of game screen, the terminal sequentially displays the 60 frames of game screen according to the corresponding screen playback speed at that moment.
[0257] In some implementations, during the overtime phase, the terminal extracts a portion of the rendered game screen for display. Accordingly, the terminal can perform frame recognition on at least one frame of the rendered game screen to identify whether a target frame exists within the game screen. A target frame refers to a key and exciting scene, such as a scene where a chess piece is eliminated, a scene where a chess piece attacks, or a scene where a chess piece is attacked. If a target frame exists within the at least one frame of the game screen, the terminal extracts the at least one target frame from the at least one frame of the game screen. The terminal then displays the at least one target frame frame by frame at the overtime playback speed. Alternatively, the terminal can display the at least one target frame frame by frame at the playback speed of the game screen during the battle phase. By extracting a portion of the exciting game screen and displaying it to the user, the number of frames of the displayed game screen can be reduced. This ensures that the user can view key and exciting scenes from the game match while further shortening the duration of the game screen display, thereby improving the efficiency of the overtime phase and the user's gaming experience.
[0258] For example, if 20 frames of chess pieces are eliminated from the 60-frame game screen rendered by the terminal, the terminal can extract the eliminated chess pieces from the remaining 20 frames, resulting in 20 frames of game screen. The terminal then displays these 20 frames of game screen in sequence according to the playback speed of the screen at the corresponding moment. Compared to displaying 60 frames of game screen, displaying only 20 exciting frames of game screen can effectively shorten the overtime period, thereby reducing the user's waiting time during the overtime period and improving the efficiency of the overtime match.
[0259] In some embodiments, during the overtime phase, the terminal can also render the game screen at a lower frame rate to reduce the number of game screen frames. In response to a game round entering the overtime phase, the terminal renders the game screen of the game round frame by frame at a preset frame rate based on the attributes of multiple chess pieces in the game screen, obtaining at least one frame of game screen. The preset frame rate is lower than the frame rate used to render the game screen during the battle phase. For example, the frame rate used to render the game screen during the battle phase is 120 frames per second and the preset frame rate is 60 frames per second; or the frame rate used to render the game screen during the battle phase is 60 frames per second and the preset frame rate is 30 frames per second, although this is not limited in this embodiment of the present application. The terminal then displays the at least one frame of the game screen frame by frame at the overtime playback speed. Alternatively, the terminal may display the at least one frame of the game screen frame by frame at the playback speed of the game screen during the battle phase. By reducing the frame rate used to render the game screen, the number of frames of the rendered game screen can be reduced, thereby shortening the display duration of the game screen and improving the efficiency of the battle during the overtime phase.
[0260] It should be noted that during overtime, the terminal can continuously increase the screen playback speed according to a preset acceleration until all chess pieces of one side are eliminated and the game round ends. The terminal can also stop increasing the screen playback speed if a preset condition is met during overtime, and this embodiment of the application is not limited to this. The preset condition can be that the screen playback speed reaches a preset playback speed, or that the duration of the overtime phase reaches a preset duration.
[0261] 1704. During the overtime phase, when the screen playback speed reaches the preset playback speed, the terminal displays the game screen of the game round at the preset playback speed.
[0262] In an embodiment of the present application, when the screen playback speed reaches a preset playback speed, the terminal stops increasing the screen playback speed. The terminal then displays subsequent game screens at the preset playback speed. The preset playback speed can be a preset playback speed, such as 2x, 2.5x, or 3x, which is not limited in this embodiment of the present application.
[0263] For example, if the preset playback speed is 2.5x and the preset acceleration is 0.15x / second, the screen playback speed gradually increases from 1x to 2.5x between the 0th and 10th seconds of the overtime period. That is, at the end of the 10th second, the screen playback speed reaches the preset playback speed. Then, if the game still remains undecided, the terminal continues to display the game screen at 2.5x until the game round is determined.
[0264] 1705. When the duration of the overtime phase reaches a preset duration, the terminal displays the game screen of the game round according to the target playback speed, and the target playback speed is the screen playback speed when the duration of the overtime phase reaches the preset duration.
[0265] In the embodiment of the present application, when the duration of the overtime phase reaches a preset duration, the terminal stops increasing the screen playback speed. Then, the terminal uses the screen playback speed when the duration of the overtime phase reaches the preset duration as the target speed, and displays subsequent game screens at the target playback speed.
[0266] For example, if the preset duration is 10 seconds and the preset acceleration is 0.15x / second, the screen playback speed will gradually increase from 1x to 2.5x from the 0th second to the 10th second of the overtime period. That is, at the end of the 10th second, the screen playback speed reaches 2.5x. Then, if the game round is still undecided, the terminal will continue to display the game screen at 2.5x speed until the game round is determined.
[0267] By stopping increasing the picture playback speed when preset conditions are met during the overtime stage, it is possible to avoid the situation where the picture playback speed continues to increase, thereby avoiding the problem of users not being able to see the picture clearly when the picture playback speed is too high, thereby improving the user's gaming experience and human-computer interaction efficiency.
[0268] It should be noted that when the terminal executes step 1704 or step 1705, the overtime phase can be divided into a first phase and a second phase. The first phase is a phase in which the screen playback speed continuously increases, while the second phase is a phase in which the screen playback speed remains constant. Furthermore, the terminal can display a prompt message on the game screen indicating that the overtime phase has entered the second phase from the first phase.
[0269] For example, if the preset duration is 10 seconds, during the first phase of overtime, the terminal displays a shortening progress bar and a 10-second countdown on the game screen. Upon the countdown ending, the overtime phase enters the second phase. The terminal then displays a shortening progress bar and countdown on the game screen again to inform the user that the game round has entered the second phase of overtime. The initial countdown value may be determined by the preset duration of the second phase.
[0270] Figure 21 This is a schematic diagram of another overtime game screen provided by an embodiment of the present application. Figure 21 As shown, when the overtime game enters the second stage but no winner is determined, the terminal can display the countdown 2101 of the second stage on the game screen to prompt the user that the game round has entered the second stage of overtime and the countdown of the second stage is 5 seconds.
[0271] 1706. When the overtime phase ends but the game is still undecided, the terminal displays a first prompt message, where the first prompt message is used to indicate that the game round is a draw.
[0272] In an embodiment of the present application, the overtime phase ends when the duration of the overtime phase reaches the preset game duration of the overtime phase. Alternatively, the overtime phase ends when the duration of the second phase of the overtime phase reaches the corresponding preset game duration. If the overtime phase ends but the winner is still undetermined, it indicates that the strength of the chess pieces of the two opposing teams is similar, and the terminal cannot determine the winner and loser in this game round. Therefore, the terminal displays a first prompt message to inform the user that the game round is a draw. By prompting the user that the game round is a draw when the overtime phase ends but the winner is still undetermined, the time the user waits for the game result can be shortened while ensuring the fairness of the game, thereby improving the user's gaming efficiency.
[0273] Figure 22 This is a schematic diagram of a first prompt information provided by an embodiment of the present application. Figure 22 As shown, if the countdown for the second phase of overtime ends and there are still chess pieces from both sides displayed on the game screen that have not been eliminated, the terminal determines that the game round is a draw. The terminal then displays a first prompt message. The first prompt message is an animation effect between User 1 and User 2. The first prompt message can also be the prompt text "Draw", which is not limited in this embodiment of the application. In addition, User 1 and User 2 can also be referred to as Player Object 1 and Player Object 2, respectively.
[0274] In some embodiments, if a winner is determined at or before the end of overtime, the terminal displays the game result of the game round. Figure 23 This is a schematic diagram of a game result provided by an embodiment of the present application. Figure 23 As shown, before the end of overtime, all of User 1's chess pieces are eliminated, indicating that User 1 has lost the game round and User 2 has won. Therefore, the terminal displays an animation effect of User 2's avatar attacking User 1's avatar on the game screen to indicate that User 1 has lost the current game round. The terminal may also display the prompt text "Failed" to indicate that User 1 has lost the current game round.
[0275] In some embodiments, the terminal also allows users to skip overtime with one click. In response to a game round entering overtime, the terminal displays a second prompt message. The second prompt message indicates whether to skip overtime. In response to the user confirming the second prompt message, the terminal determines the game outcome of the round based on the current attributes of the remaining chess pieces on the game screen. These attributes include at least one of attack power, attack speed, skill release speed, and health regeneration speed. Game outcomes include win, loss, and draw. The terminal then displays the game outcome of the round. By allowing users to skip overtime and directly view the game results, the time users spend waiting for game results can be significantly reduced, thereby further improving their gaming efficiency.
[0276] Based on the aforementioned properties of the chess pieces, the terminal can determine the health points lost and recovered by any chess piece due to attacks before the end of the game round, and thus determine whether the chess piece is eliminated at the end of the game round. For example, if the health points lost by a chess piece due to an attack are not less than the sum of its current health points plus the health points recovered, the chess piece is eliminated before the end of the game round. If the health points lost by a chess piece due to an attack are less than the sum of its current health points plus the health points recovered, the chess piece will not be eliminated before the end of the game round. The terminal then determines the game outcome of the game round based on the number of chess pieces on both sides that have not been eliminated at the end of the game round. For example, if both sides have chess pieces that have not been eliminated at the end of the game round, the game result is a draw. If all of one side's chess pieces are eliminated, the game result for that side is a loss, and the game result for the other side is a victory.
[0277] Figure 24 This is a schematic diagram of a second prompt information provided by an embodiment of the present application. Figure 24 As shown, if a game round enters overtime, the terminal displays a second prompt message on the game screen via a pop-up window: "Do you want to skip overtime and view the game results directly?" In response to user 1 triggering the confirmation control 2401, the terminal directly displays the game results of the game round. In response to user 1 triggering the rejection control 2402, the terminal continues to display the game screen of the game round.
[0278] It should be noted that if a game round enters overtime, both players will be able to view a second prompt message on the game screen. If one player chooses to skip overtime and the other player refuses, the terminal that chose to skip can enter the preparation phase for the next game round in advance after the user views the game results, allowing the user to pre-position the next round's chess pieces on the board, thereby reducing user waiting time and improving user game efficiency.
[0279] Figure 25 This is a flowchart of a game round provided by the embodiment of the present application. In order to more clearly illustrate the process of the game round of the above-mentioned auto chess game, the following is combined with Figure 25 The flowchart shown in the figure provides an overall description of the process. Figure 25As shown, after a game round begins, the first phase of the game round begins. During the preparation phase, users can obtain cards automatically distributed by the system, purchase cards in the store, or exchange existing cards for cards they don't own. Users can also drag cards from the hand area to the board area to deploy chess pieces on the board. During the preparation phase, the terminal can initialize the game parameters for the game round. Among them, the game parameters include game duration and screen playback speed. Game duration is the duration of the battle phase in a game round. Screen playback speed is the speed at which the game screen is displayed during the battle phase. This screen playback speed is usually 1x.
[0280] After the preparation phase, the game enters the battle phase. During the battle phase, the opposing players' pieces automatically move around the board and interact with each other. Players can attack enemy pieces using standard attacks or skills, reducing their health to 0 and eliminating them. If all of either player's pieces are eliminated before the battle phase ends, the game round ends, and the terminal displays the winning or losing result for the player's side.
[0281] If the game phase reaches the preset game duration and remains undecided, the game round enters overtime. During the first overtime phase, the terminal starts at 1x speed and gradually increases the screen speed according to the preset acceleration, displaying the game screen at the gradually increasing speed. If all pieces of either side are eliminated before the end of the first phase, the game round ends, and the terminal displays the game result of the team in the round as a victory or defeat.
[0282] If the first overtime phase ends without a winner, the game round enters the second overtime phase. During the second overtime phase, the terminal plays the game footage at the speed at which the game round entered the second overtime phase. The first phase can end when the footage reaches a preset speed or when the first phase has lasted for a preset duration. If all of either side's pieces are eliminated before the end of the second phase, the game round ends, and the terminal displays the game result for the side in the game round as either a win or a loss. If the second phase ends without a winner, the game round ends, and the terminal displays the game result as a draw.
[0283] An embodiment of the present application provides a method for displaying game screens, which can gradually speed up the playback speed of the game screens as the overtime stage progresses after the Auto Chess game enters the overtime stage, thereby shortening the length of the game screens displayed to the user during the game round, improving the battle efficiency of the Auto Chess game, and thus improving the user's gaming efficiency and gaming experience.
[0284] Figure 26 This is a schematic diagram of the structure of a display device for a game screen provided by an embodiment of the present application. Figure 26 The device includes: a first display module 2601, a second display module 2602 and a third display module 2603.
[0285] The first display module 2601 is used to display a game screen of a game round during the battle phase of any game round of the turn-based chess game, wherein the game screen displays a plurality of chess pieces, including chess pieces of both sides;
[0286] The second display module 2602 is used to display that the game round has entered the overtime stage when the battle stage ends but no winner is determined;
[0287] The third display module 2603 is used to display the game screen at the overtime playback speed during the overtime stage. The overtime playback speed is positively correlated with the duration of the overtime stage and is greater than the screen playback speed of the game screen during the battle stage.
[0288] In some embodiments, the third display module 2603 is used to use the screen playback speed of the game screen in the battle stage as the initial speed during the overtime stage, and as the overtime stage progresses, increase the screen playback speed according to a preset acceleration; at any moment in the overtime stage, display the corresponding game screen according to the screen playback speed at that moment.
[0289] In some embodiments, the third display module 2603 is used to render the game screen of the game round frame by frame in response to the game round entering the overtime stage based on the attributes of multiple chess pieces in the game screen to obtain at least one frame of the game screen; and display at least one frame of the game screen frame by frame according to the overtime playback speed.
[0290] In some embodiments, the third display module 2603 is further used to extract at least one frame of target screen from at least one frame of game screen when there is a target screen in at least one frame of game screen, the target screen including at least one of a screen in which a chess piece is eliminated, a screen in which a chess piece initiates an attack, and a screen in which a chess piece is attacked; and display at least one frame of target screen frame by frame at the overtime playback speed.
[0291] In some embodiments, the third display module 2603 is used to render the game screen of the game round frame by frame at a preset frame rate in response to the game round entering the overtime stage based on the attributes of multiple chess pieces in the game screen, to obtain at least one frame of game screen, and the preset frame rate is lower than the frame rate of rendering the game screen in the battle stage; display at least one frame of game screen frame by frame according to the overtime playback speed; or display at least one frame of game screen frame by frame according to the screen playback speed of the game screen in the battle stage.
[0292] In some embodiments, Figure 27 is a structural diagram of another game screen display device provided in an embodiment of the present application, such as Figure 27 As shown, the device also includes:
[0293] The fourth display module 2604 is used to display the game screen of the game round at the preset playback speed when the screen playback speed reaches the preset playback speed during the overtime stage; or, when the duration of the overtime stage reaches the preset duration, display the game screen of the game round at the target playback speed, and the target playback speed is the screen playback speed when the duration of the overtime stage reaches the preset duration.
[0294] In some embodiments, the apparatus further comprises:
[0295] The fifth display module 2605 is used to display a first prompt message when the overtime stage ends but the game is still undecided. The first prompt message is used to indicate that the game round is a draw.
[0296] In some embodiments, the apparatus further comprises:
[0297] A sixth display module 2606 is configured to display a second prompt message in response to the game round entering the overtime stage, where the second prompt message is used to prompt whether to skip the overtime stage;
[0298] Determining module 2607, configured to determine, in response to a confirmation operation on the second prompt information, a game result of the game round based on current attributes of the remaining chess pieces on the game screen, where the attributes include at least one of attack power, attack speed, skill release speed, and health regeneration speed, and the game results include victory, defeat, and draw;
[0299] The sixth display module 2606 is further configured to display the game result of the game round.
[0300] An embodiment of the present application provides a game screen display device that can gradually speed up the playback speed of the game screen as the overtime stage progresses after the Auto Chess game enters the overtime stage, thereby shortening the length of the game screen displayed to the user during the game round, improving the battle efficiency of the Auto Chess game, and thus improving the user's gaming efficiency and gaming experience.
[0301] It should be noted that the game screen display device provided in the above embodiment is merely an example of the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the terminal can be divided into different functional modules to complete all or part of the functions described above. In addition, the game screen display device and the game screen display method provided in the above embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0302] An embodiment of the present application also provides a terminal, which includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the game screen display method provided in the above embodiment.
[0303] Figure 28 This is a schematic diagram of the structure of a terminal provided in an embodiment of the present application.
[0304] The terminal 2800 includes a processor 2801 and a memory 2802 .
[0305] The processor 2801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2801 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 2801 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 2801 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 2801 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0306] The memory 2802 may include one or more computer-readable storage media, which may be non-transitory. The memory 2802 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 2802 is used to store at least one computer program, which is used to be used by the processor 2801 to implement the method for displaying the game screen provided in the method embodiment of the present application.
[0307] In some embodiments, terminal 2800 may optionally include a peripheral device interface 2803 and at least one peripheral device. Processor 2801, memory 2802, and peripheral device interface 2803 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 2803 via a bus, signal lines, or circuit boards. Optionally, the peripheral device includes at least one of a radio frequency circuit 2804, a display screen 2805, a camera assembly 2806, an audio circuit 2807, and a power supply 2808.
[0308] The peripheral device interface 2803 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 2801 and the memory 2802. In some embodiments, the processor 2801, the memory 2802, and the peripheral device interface 2803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2801, the memory 2802, and the peripheral device interface 2803 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0309] The radio frequency circuit 2804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2804 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 2804 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 2804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The radio frequency circuit 2804 can communicate with other devices via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, metropolitan area networks, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 2804 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0310] The display screen 2805 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 2805 is a touch screen display, the display screen 2805 also has the ability to collect touch signals on the surface or above the surface of the display screen 2805. The touch signal can be input as a control signal to the processor 2801 for processing. At this time, the display screen 2805 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 2805, which is set on the front panel of the terminal 2800; in other embodiments, there can be at least two display screens 2805, which are respectively set on different surfaces of the terminal 2800 or in a folding design; in other embodiments, the display screen 2805 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal 2800. Even more, the display screen 2805 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 2805 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0311] The camera assembly 2806 is used to capture images or videos. Optionally, the camera assembly 2806 includes a front camera and a rear camera. The front camera is arranged on the front panel of the terminal 2800, and the rear camera is arranged on the back of the terminal 2800. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 2806 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0312] The audio circuit 2807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 2801 for processing, or input into the radio frequency circuit 2804 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each located in different parts of the terminal 2800. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 2801 or the radio frequency circuit 2804 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 2807 may also include a headphone jack.
[0313] Power supply 2808 is used to power various components in terminal 2800. Power supply 2808 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 2808 includes a rechargeable battery, the rechargeable battery can support wired charging or wireless charging. The rechargeable battery can also be used to support fast charging technology.
[0314] In some embodiments, the terminal 2800 further includes one or more sensors 2809 , including but not limited to: an acceleration sensor 2810 , a gyroscope sensor 2811 , a pressure sensor 2812 , an optical sensor 2813 , and a proximity sensor 2828 .
[0315] The accelerometer 2810 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal 2800. For example, the accelerometer 2810 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 2801 can control the display screen 2805 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 2810. The accelerometer 2810 can also be used to collect game or user motion data.
[0316] The gyroscope sensor 2811 can detect the orientation and rotation angle of the terminal 2800. It can also work with the accelerometer 2810 to collect the user's 3D movements on the terminal 2800. Based on the data collected by the gyroscope sensor 2811, the processor 2801 can implement the following functions: motion sensing (for example, changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0317] The pressure sensor 2812 can be provided on the side frame of the terminal 2800 and / or below the display screen 2805. When the pressure sensor 2812 is provided on the side frame of the terminal 2800, it can detect the user's gripping signal of the terminal 2800. The processor 2801 then performs left-hand or right-hand identification or shortcut operations based on the gripping signal collected by the pressure sensor 2812. When the pressure sensor 2812 is provided below the display screen 2805, the processor 2801 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 2805. Operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0318] Optical sensor 2813 is used to detect ambient light intensity. In one embodiment, processor 2801 can control the display brightness of display screen 2805 based on the ambient light intensity detected by optical sensor 2813. Optionally, when the ambient light intensity is high, the display brightness of display screen 2805 is increased; when the ambient light intensity is low, the display brightness of display screen 2805 is decreased. In another embodiment, processor 2801 can also dynamically adjust the shooting parameters of camera assembly 2806 based on the ambient light intensity detected by optical sensor 2813.
[0319] Proximity sensor 2814, also known as a distance sensor, is provided on the front panel of terminal 2800. Proximity sensor 2814 is used to detect the distance between the user and the front of terminal 2800. In one embodiment, when proximity sensor 2814 detects that the distance between the user and the front of terminal 2800 is gradually decreasing, processor 2801 controls display screen 2805 to switch from the screen-on state to the screen-off state. When proximity sensor 2814 detects that the distance between the user and the front of terminal 2800 is gradually increasing, processor 2801 controls display screen 2805 to switch from the screen-off state to the screen-on state.
[0320] Those skilled in the art will understand that Figure 28 The structure shown in the figure does not constitute a limitation on the terminal 2800, and the terminal 2800 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0321] Figure 29 : This is a structural diagram of a server provided in an embodiment of the present application. The server 2900 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 2901 and one or more memories 2902, wherein the memory 2902 stores at least one computer program, and the at least one computer program is loaded and executed by the processor 2901 to implement the game screen display method provided by the above-mentioned various method embodiments. Of course, the server may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output. The server may also include other components for implementing device functions, which will not be described in detail here.
[0322] The present application also provides a computer-readable storage medium having at least one computer program stored therein, which is loaded and executed by a processor to implement the method for displaying a game screen provided in the above embodiment. For example, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), a magnetic tape, a floppy disk, or an optical data storage device.
[0323] An embodiment of the present application also provides a computer program product, including a computer program, which is loaded and executed by a processor to implement the method for displaying a game screen as provided in the above embodiment.
[0324] Those skilled in the art will understand that all or part of the steps for implementing the above embodiments may be accomplished by hardware, or may be accomplished by instructing the relevant hardware through a program, and the above program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
[0325] The above description is merely an optional embodiment of the embodiments of the present application and is not intended to limit the embodiments of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the embodiments of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for displaying a game screen, characterized in that: The method comprises: During a battle phase of any round of a turn-based chess game, a game screen of the game round is displayed, wherein the game screen displays a plurality of chess pieces, including chess pieces of both sides of the battle; If the battle phase ends but no winner is determined, displaying that the game round enters an overtime phase; During the overtime stage, the game screen is displayed at an overtime playback speed, the overtime playback speed is positively correlated with the duration of the overtime stage and the overtime playback speed is greater than the screen playback speed of the game screen in the battle stage.
2. The method according to claim 1, characterized in that During the overtime stage, displaying the game screen at the overtime playing speed includes: During the overtime phase, the screen playback speed of the game screen during the battle phase is used as the initial speed, and as the overtime phase progresses, the screen playback speed is increased according to a preset acceleration; At any moment in the overtime phase, the corresponding game screen is displayed according to the screen playback speed at that moment.
3. The method according to claim 1, characterized in that During the overtime stage, displaying the game screen at the overtime playing speed includes: In response to the game round entering the overtime stage, rendering the game screen of the game round frame by frame based on attributes of a plurality of chess pieces in the game screen to obtain at least one frame of game screen; The at least one frame of the game screen is displayed frame by frame according to the overtime playback speed.
4. The method according to claim 3, characterized in that The method further comprises: In the case where there is a target frame in the at least one frame of the game screen, extracting at least one target frame from the at least one frame of the game screen, the target frame including at least one of a frame of a chess piece being eliminated, a frame of a chess piece initiating an attack, and a frame of a chess piece being attacked; The at least one target frame is displayed frame by frame according to the overtime playback speed.
5. The method according to claim 1, wherein During the overtime stage, displaying the game screen at the overtime playing speed includes: In response to the game round entering the overtime stage, based on the attributes of a plurality of chess pieces in the game screen, rendering the game screen of the game round frame by frame at a preset frame rate to obtain at least one frame of game screen, wherein the preset frame rate is lower than the frame rate of rendering the game screen during the battle stage; Displaying the at least one frame of the game screen frame by frame according to the overtime playback speed; or The at least one frame of the game screen is displayed frame by frame according to the screen playback speed of the game screen in the battle stage.
6. The method according to claim 1, characterized in that The method further comprises: During the overtime phase, when the screen playback speed reaches a preset playback speed, the game screen of the game round is displayed at the preset playback speed; or When the duration of the overtime phase reaches a preset duration, the game screen of the game round is displayed at a target playback speed, and the target playback speed is the screen playback speed when the duration of the overtime phase reaches the preset duration.
7. The method according to claim 1, characterized in that The method further comprises: When the overtime phase ends but no winner is determined, a first prompt message is displayed, where the first prompt message is used to indicate that the game round is a draw.
8. The method according to claim 1, characterized in that The method further comprises: In response to the game round entering the overtime stage, displaying second prompt information, wherein the second prompt information is used to prompt whether to skip the overtime stage; In response to a confirmation operation on the second prompt information, determining a game result of the game round based on current attributes of the remaining chess pieces on the game screen, the attributes including at least one of attack power, attack speed, skill release speed, and health regeneration speed, and the game results including victory, defeat, and draw; Displays the game result of the game round.
9. A device for displaying a game screen, characterized in that: The device comprises: A first display module is configured to display a game screen of any round of a turn-based chess game during a battle phase of the game round, wherein the game screen displays a plurality of chess pieces, including chess pieces of two opposing teams; A second display module is used to display that the game round enters an overtime stage when the battle stage ends but no winner is determined; The third display module is used to display the game screen at an overtime playback speed during the overtime stage, where the overtime playback speed is positively correlated with the duration of the overtime stage and is greater than the screen playback speed of the game screen during the battle stage.
10. A terminal, characterized in that: The terminal includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the method for displaying a game screen according to any one of claims 1 to 8.
11. A computer-readable storage medium, characterized in that At least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by the processor to implement the method for displaying a game screen as described in any one of claims 1 to 8.
12. A computer program product comprising a computer program, characterized in that The computer program is loaded and executed by a processor to implement the method for displaying a game screen as described in any one of claims 1 to 8.