Information display method, device and equipment for turn chess game and storage medium
By introducing card deletion controls in the turn-based chess game interface, the process of deleting game cards by game objects is simplified, the cumbersome problem of card deletion in the existing technology is solved, and the player processing experience is improved.
Patent Information
- Application Number
- CN202410179142.2
- 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 existing turn-based chess games, the process of deleting game cards by game objects is complicated, resulting in poor processing experience.
The card deletion control is displayed in the game interface. According to the number of game cards and other conditions owned by the game object, the player is guided to delete cards to reach the card number threshold, and the discarding process is simplified.
It improves the flexibility and processing experience of game objects' discarding, simplifies card deletion operations, and improves the processing efficiency of game cards when they reach the card number threshold.
Smart Images

Figure CN120437601A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a method, apparatus, device, and storage medium for displaying information of a turn-based chess game. Background Art
[0002] Turn-based chess games are a new type of chess game. After the two opposing teams place their chess pieces on the board, the game application automatically controls the chess pieces on the board to fight and displays the results of the battle.
[0003] In the related art, each player may have a fixed number of game cards (usually referred to as "pieces"), which may be displayed in a card area. For example, the card area may include a fixed number of battle preparation units, each of which may display a game card. Summary of the Invention
[0004] The present invention provides a method, device, apparatus, and storage medium for displaying information about a turn-based chess game, which simplifies the process of deleting game cards by a game object and improves the experience of handling the game when the game object's game cards reach the upper limit. The technical solution is as follows:
[0005] In one aspect, an embodiment of the present application provides a method for displaying information of a turn-based chess game, the method comprising:
[0006] Displaying a battle preparation interface for the first round of a turn-based chess game, wherein the battle preparation interface for the first round displays game cards already owned by the game object;
[0007] Based on the fact that the number of game cards already owned by the game object is not less than a card number threshold, a first card deletion control is displayed, wherein the first card deletion control is used to guide the game object to delete the game cards displayed in the battle preparation interface of the first round, so that the number of game cards displayed in the battle preparation interface of the first round is less than the card number threshold.
[0008] On the other hand, an embodiment of the present application provides an information display device for a turn-based chess game, the device comprising:
[0009] A display module, configured to display a battle preparation interface for the first round of a turn-based chess game, wherein the battle preparation interface for the first round displays game cards already owned by the game object;
[0010] The display module is further configured to display a first card deletion control based on the number of game cards already owned by the game object being not less than a card number threshold, wherein the first card deletion control is configured to guide the game object to delete the game cards displayed in the battle preparation interface for the first round, so that the number of game cards displayed in the battle preparation interface for the first round is less than the card number threshold.
[0011] In a possible implementation, the display module is configured to determine the first game card among the game cards already owned by the game object based on the number of game cards already owned by the game object being not less than a card number threshold;
[0012] The first card deletion control is displayed at a position corresponding to the first game card, and the first card deletion control is used to guide the game object to delete the first game card.
[0013] In a possible implementation, the display module is configured to determine energy values corresponding to game cards owned by the game object, and use a game card owned by the game object whose corresponding energy value is lower than an energy threshold as the first game card; or
[0014] Determine the card levels corresponding to the game cards owned by the game object, and use the game cards owned by the game object whose corresponding card levels are lower than a level threshold as the first game cards; or
[0015] In the case where there are duplicate game cards among the game cards already owned by the game object, any one of the duplicate game cards is used as the first game card; or
[0016] A game card whose time meets the time requirement is obtained from the game cards already owned by the game object as the first game card.
[0017] In one possible implementation, the display module is further configured to delete the first game card in response to a triggering operation on the first card deletion control, and the first game card is not included in the game cards displayed in the battle preparation interface of the first round.
[0018] In one possible implementation, the display module is further configured to, based on the fact that the card type of the first game card is a virtual object card, adjust the card level of a fifth game card according to the card level of the first game card to obtain the adjusted card level of the fifth game card, where the adjusted card level of the fifth game card is the sum of the card level of the fifth game card before adjustment and the card level of the first game card, and the fifth game card is a game card other than the first game card among the game cards already owned by the game object, and the card type of the fifth game card is the virtual object card.
[0019] In a possible implementation, the display module is further configured to display a battle interface of the first round based on the game object entering the first round of battle, wherein the battle interface of the first round displays game cards owned by the game object;
[0020] Based on the fact that the number of game cards already owned by the game object is not less than the card number threshold, a second card deletion control is displayed, and the second card deletion control is used to guide the game object to delete the game cards displayed in the battle interface of the first round, so that the number of game cards displayed in the battle interface of the first round is less than the card number threshold.
[0021] In one possible implementation, the display module is further used to display a first prompt message on the battle interface of the first round based on the number of game cards already owned by the game object being not less than the card number threshold, wherein the first prompt message is used to indicate that the number of game cards already owned by the game object is not less than the card number threshold, and the game object needs to delete game cards.
[0022] In a possible implementation, the display module is further configured to display an intermediate page based on the end of the first round of battle, wherein the intermediate page displays game cards owned by the game object;
[0023] Based on the fact that the number of game cards already owned by the game object is not less than the card number threshold, a third card deletion control is displayed, and the third card deletion control is used to guide the game object to delete the game cards displayed in the middle page so that the number of game cards displayed in the middle page is less than the card number threshold.
[0024] In one possible implementation, the display module is further used to display a second prompt message in the intermediate page based on the number of game cards already owned by the game object being not less than the card number threshold, wherein the second prompt message is used to indicate that the number of game cards already owned by the game object is not less than the card number threshold, and the game object needs to delete game cards to obtain new game cards.
[0025] In a possible implementation, the display module is further configured to display a second-round battle preparation interface, wherein the second-round battle preparation interface displays game cards already owned by the game object;
[0026] Based on the number of game cards already owned by the game object being no less than the card number threshold, displaying a discard progress bar in the battle preparation interface for the second round, the discard progress bar being used to indicate the remaining time for discarding the game card;
[0027] Based on the progress of the discard progress bar meeting the progress requirement, the fourth game card in the game cards already owned by the game object is deleted.
[0028] In one possible implementation, the display module is further used to display a fourth card deletion control based on the number of game cards already owned by the game object being not less than the card number threshold, and the fourth card deletion control is used to guide the game object to delete the game cards displayed in the preparation interface for the second round, so that the number of game cards already owned by the game object is less than the card number threshold.
[0029] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor to enable the computer device to implement any of the above-mentioned information display methods for turn-based chess games.
[0030] On the other hand, a computer-readable storage medium is provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned information display methods for turn-based chess games.
[0031] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor to enable the computer to implement any of the above-mentioned information display methods for turn-based chess games.
[0032] The technical solutions provided by the embodiments of the present application bring at least the following beneficial effects:
[0033] In the first-round preparation interface of this application, when the number of game cards possessed by a game subject is not less than a card quantity threshold, a first card deletion control guides the game subject to perform a card deletion operation, flexibly managing the number of game cards possessed by the game subject. Furthermore, the first card deletion control guides the game subject to perform a card deletion operation, prompting the game subject to discard cards through a prompt, simplifying the discard process for the game subject and increasing the flexibility of the game subject's discarding, thereby improving the processing experience when the game subject's game cards reach the card quantity threshold. BRIEF DESCRIPTION OF THE DRAWINGS
[0034] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0035] Figure 1 This is a structural block diagram of a computer system provided by one embodiment of the present application;
[0036] Figure 2 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;
[0037] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided by an embodiment of the present application;
[0038] Figure 4 This is a card diagram of a chess piece card provided by one embodiment of the present application;
[0039] Figure 5 This is a card diagram of an effect card provided by one embodiment of the present application;
[0040] Figure 6 This is a card diagram of an equipment card provided by an embodiment of the present application;
[0041] Figure 7 This is a card diagram of a chess player card provided by one embodiment of the present application;
[0042] Figure 8 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;
[0043] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application;
[0044] Figure 10This is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;
[0045] Figure 11 This is a schematic diagram of the interface for playing cards in the preparation phase provided by one embodiment of the present application;
[0046] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0047] Figure 13 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0048] Figure 14 This is a schematic diagram of a game interface during the battle phase provided by one embodiment of the present application;
[0049] Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application;
[0050] Figure 16 This is a flow chart of a method for displaying information of a turn-based chess game provided by an embodiment of the present application;
[0051] Figure 17 This is a schematic diagram of a first-round preparation interface provided in an embodiment of the present application;
[0052] Figure 18 This is a display diagram of a first card deletion control provided by an embodiment of the present application;
[0053] Figure 19 This is a schematic diagram of a first-round battle interface provided by an embodiment of the present application;
[0054] Figure 20 This is a schematic diagram of an intermediate page provided in an embodiment of the present application;
[0055] Figure 21 This is a schematic diagram of a second-round preparation interface provided in an embodiment of the present application;
[0056] Figure 22 This is a timing diagram of an information display method for a turn-based chess game provided in an embodiment of the present application;
[0057] Figure 23 This is a schematic structural diagram of an information display device for a turn-based chess game provided in an embodiment of the present application;
[0058] Figure 24 A structural block diagram of a terminal device provided by an exemplary embodiment of the present application is shown;
[0059] Figure 25A schematic diagram of the structure of the server provided in an embodiment of the present application. DETAILED DESCRIPTION
[0060] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0061] First, the nouns involved in the embodiments of this application are introduced:
[0062] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged layout. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game usually adopts a turn-based system. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is deemed the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optional, turn-based chess games include Auto Chess.
[0063] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each of whom occupies an area on the board. Two of the multiple players compete one-on-one. Each round of a game consists of two stages: the preparation phase and the battle phase. In the preparation phase, users purchase chess pieces (heroes) from the store and arrange them on the board. In the battle phase, both teams lock their lineups, and the chess pieces will automatically engage until all of one team's pieces are dead. The player who destroys all of their chess pieces loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).
[0064] Chessboard: refers to the area in the battle interface of a turn-based chess game used to prepare for and conduct battles. The chessboard can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard, and this application does not limit this.
[0065] The traditional Auto Chess board is divided into a battle area and a piece candidate area. The battle area includes several equally sized squares, which are used to place the pieces that will be used in the battle. The piece candidate area includes several candidate pieces, which are used to place candidate pieces. These candidate pieces do not participate in the battle but can be dragged and placed in the battle area during the preparation phase. The board area provided in the embodiments of this application does not include the piece candidate area, but only the battle area.
[0066] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, schematically, n is an integer multiple of 2, and two adjacent rows of chess squares are aligned, or two adjacent rows of chess squares are staggered. In addition, the battle area is divided into two parts according to the rows, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, the users can only place chess pieces in the own battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess square can be any one of square, rectangle, circle, and hexagon. The embodiment of the present application does not limit the shape of the chess square.
[0067] Cards: Also known as game cards, this is a common term for a gaming 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 read and categorize card effects, and to carry more diverse information.
[0068] Energy: A game resource. In this application, energy is defined as the resource used by players to play cards. When a card is played, the energy corresponding to the value marked on the card is consumed.
[0069] Equipment: In Auto Chess games, each chess piece can typically wear three pieces of equipment (or other equipment). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and receive equipment dropped by them, which they then pick up and add to their backpacks. Equipment can also be combined individually to create higher-quality equipment.
[0070] 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.
[0071] Figure 1 The following is a block diagram of a computer system according to an exemplary embodiment of the present application: The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .
[0072] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 may be a turn-based chess game program. When the first terminal runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. This client may be a client for an Auto Chess game. First terminal 110 is used by a first user 112. During the preparation phase of a game, first user 112 uses first terminal 110 to place chess pieces in the battle area of the chessboard. During the battle phase, first terminal 110 or server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.
[0073] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a turn-based chess game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be the client of an Auto Chess game. The second terminal 130 is used by a second user 132. During the preparation phase of a game, the second user 132 uses the second terminal 130 to place chess pieces in the battle area of the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.
[0074] Optionally, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user and the second user are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located on different chessboards, i.e., the first user and the second user are on different chessboards in the same game. It should be noted that, in an optional embodiment, a game of a turn-based chess game is jointly participated in by six user accounts, and the six user accounts are matched up in pairs in each round, and the two matched user accounts play against each other on the same chessboard during the round.
[0075] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be the same or different device types, including at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are described using the example of a smartphone as the terminal.
[0076] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (i.e., the user plays against the AI), or there may be six, eight, or more terminals. The present embodiment does not limit the number of terminals or device types.
[0077] Figure 1 Only two terminals are shown, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 are terminals corresponding to developers. A development and editing platform for a client that supports a virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0078] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0079] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting a three-dimensional virtual environment (turn-based chess game clients / Auto Chess game clients). Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.
[0080] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store user account data used by the first terminal 110, the second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where the user accounts are located. The battle service module 124 is configured to provide multiple battle rooms for users to engage in battles. The user-facing I / O interface 125 is configured to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network.
[0081] The embodiment of the present application provides a turn-based chess game (auto chess) based on card operations. The various complicated operations involved in traditional auto chess, such as store purchases, store upgrades, chess piece preparations, chess piece deployments, chess piece upgrades, and chess piece equipment additions, are all simplified in the card playing process. On the one hand, the card-based playing process is relatively simple and suitable for use on small-screen terminals such as mobile phones and tablets; on the other hand, the three-dimensional model of the virtual chess piece can only carry limited text information, while the card face can carry more "labels", "values", "attributes", "entry effects" and other information, thereby improving the utilization efficiency of the display area where the card is located.
[0082] Figure 2 A flowchart of a game interaction method for a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment takes the method as an example executed by a terminal, in which a client supporting turn-based chess games is running.
[0083] The method includes:
[0084] Step 220: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a card area, wherein the card area displays at least one card;
[0085] The game interface is where two player objects in a turn-based chess game play against each other. Player objects are also called game objects. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player.
[0086] Combined with reference Figure 3 The game interface includes a chessboard area 10 and a card area 11.
[0087] The chessboard area 10 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array. These chess squares 12 are always displayed or displayed only at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates the chessboard area 10 as a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this context refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.
[0088] Card area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; any excess cards are automatically discarded.
[0089] Optionally, the plurality of cards are arranged in a fan-shaped pattern within card area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, card type, number of cards of the same type, number of copies of the same card, and card quality. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. Exceeding this limit will result in the discarding of excess cards. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.
[0090] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.
[0091] Step 240: In the preparation phase, in response to the play operation of at least one card, perform preparation operations related to the own side;
[0092] The playing operation refers to the operation of playing one or more cards held. Schematically, the playing operation is the operation of dragging a selected card toward the board area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing cards can also be provided, whereby the player object plays cards on behalf of the player in certain rounds, such as the client intelligently recommending playing cards for novice players in the first few rounds.
[0093] At least one local chess piece is a virtual chess piece that has participated in at least one round (including the current round). If the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece, displayed as a two-dimensional icon or two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece, displayed as a three-dimensional model or three-dimensional image. In the initial state, there may be zero local chess pieces on the chessboard area, and the local player object can add, delete, or supplement the chessboard area. Local chess pieces that did not die in the previous round are automatically carried over to the next round.
[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] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.
[0099] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.
[0100] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.
[0101] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas of the traditional battle interface, such as the shop, chess piece and card area, and chess piece battle area, to complete the acquisition, upgrade, and battle of chess pieces. 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, and users only need to use the same card playing operations as in a card game to complete various battle preparation operations, 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 card 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 player card.
[0105] Chess Cards:
[0106] Pawn cards are used to summon your own pieces in the chessboard area or upgrade the piece level of your own pieces. Figure 4 A schematic diagram of a chess piece card is shown. The chess piece card displays at least one of the following information: a chess piece image 21, a chess piece name 22, the energy consumed when the card is played 23, the chess piece type or faction 24 to which the chess piece belongs, the level increased by the chess piece after the card is played 25, and a description of the chess piece's additional effects 26.
[0107] The chess piece image 21 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of a virtual chess piece. Figure 4 In the example, the chess piece image 21 is a bust of a virtual chess piece.
[0108] The chess piece name 22 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.
[0109] The energy value 23 refers to the energy required to play this chess piece. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities requires different amounts of energy. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively.
[0110] Piece Type 24 is a categorization attribute that identifies the role a piece plays during combat. In one example, different pieces can be classified as at least one of the following: Tank, Warrior, Assassin, Mage, Shooter, or Support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual worldview. In one example, different pieces can be classified into at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the same Great Wall Guards in the virtual worldview both belong to the Great Wall Faction. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as different categorization attributes as an example.
[0111] The level 25 that a piece is upgraded to after a card is played refers to the level that is increased after the card is played, if a piece with the same name (i.e., the same piece) already exists on the board. For example, if level 25 is 3 and the piece with the same name was originally at level 2, then after playing this card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the same piece to different levels after being played. For example, five different quality cards can upgrade the same piece to levels 1, 2, 3, 4, and 5, respectively.
[0112] The additional effect description 26 of a chess piece is a description of the additional effect possessed by the chess piece. This additional effect can be triggered upon playing, or it can be activated when a trigger condition is met during the game. For example, chess piece 1 has an exclusive skill: when chess piece 1 is on the board, whenever another chess piece on the board is sold, a randomly selected chess piece of the "tank" type on the board is randomly selected, and the level of the randomly selected chess piece is increased by a first value, which is half the level of the sold chess piece.
[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, game card acquisition processes, etc. Figure 5 A schematic diagram of an effect card is shown. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, an energy value 33 consumed when the card is played, and an effect description 34 of the effect card.
[0115] The effect icon 31 may be an icon for representing the benefit effect of the effect card. Figure 5 The effect name 32 is the name of the effect card or the name of the gain effect.
[0116] The energy value 33 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.
[0117] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:
[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 the game cards to 5; the effect of the "Random Strengthen" card is: the level of a random hero on the field is +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.
[0131] In some embodiments, effect cards can be categorized as at least one of general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type or faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and range of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, only pieces of a specific piece type can acquire, use, or benefit from a card. Faction effect cards are effect cards whose attributes are related to faction. For example, only pieces of a specific faction can acquire, use, or benefit from a card.
[0132] For example, a certain chess piece type effect card can only be obtained with a certain probability when a chess piece card of that chess piece type is played.
[0133] Equipment Cards:
[0134] Equipment cards are used to equip at least one of your own chess pieces. Figure 6 A schematic diagram of an equipment card provided by an exemplary embodiment of the present application is shown. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, an energy value 43 consumed when the card is played, and an equipment description 44 of the equipment card.
[0135] The equipment icon 41 may be an icon used to represent an image of equipment or an effect of equipment. Figure 6 The circular icon in the figure is used as an example. Equipment name 42 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capability of the player's piece in different dimensions such as health, armor, defense, and mana, or weaken the combat capability of the enemy piece.
[0136] Energy value 43 refers to the amount of energy required to play this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may require different amounts of energy to play. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy costs of different cards may be adjusted periodically or irregularly based on game balance.
[0137] The equipment description 44 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 A schematic diagram of a chess player card provided by an exemplary embodiment of the present application is shown. The chess player card displays at least one of the following information: a card icon 51, a chess player card name 52, an energy value 53 consumed when the card is played, and a description of the equipment 54 of the chess player card.
[0141] The card icon 51 may be an icon used to represent the effect of the card. Figure 7 The player card name 52 is the name of the player card or the name of the effect.
[0142] The energy value 53 refers to the energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.
[0143] The effect description 54 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same as or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect range of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, or affect the acquisition process of game cards in any form. The effect of the player card can be designed to affect any process or detail in the game game, and the embodiments of the present application do 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 A flowchart of a method for interactively playing a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment uses the method executed by a terminal as an example. The method includes:
[0161] Player selection phase:
[0162] Step 320: Selecting a virtual chess player character of one's own side, where the virtual chess player character is used to represent a virtual character controlling at least one chess piece of one's own side;
[0163] Before each game begins, the player character selects their desired player avatar. Different player avatars have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors.
[0164] In some embodiments, different player skills have their own passive triggering mechanisms that allow the player character to obtain cards with special effects. For example, a player's skill effect is: every time three chess cards are played, the player obtains a Treasure Player card. The effect of this Treasure Player card is: consume 1 energy point and increase the level of a designated player on the board by 2.
[0165] For example, Figure 9As shown, before starting a game, a player selection interface is displayed. This interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 61 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner. The virtual players selected by the other player objects are displayed in a normal sitting position, at normal size, and distributed on both sides.
[0166] On the player selection interface, several candidate player virtual characters 62 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 63.
[0167] A player skill button 64 is also displayed on the player selection interface. In response to the player skill button 64 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.
[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 65 to enter the ready state.
[0169] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.
[0170] Preparation phase for each round:
[0171] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a card area;
[0172] Combined with reference Figure 10 The board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The card area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the card area 11 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. Player skill buttons 64 are displayed in the lower left corner of the game interface. A swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The swap button 14 is used to replace one or more cards in the card area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.
[0174] Optionally, an energy control 16 is displayed in the upper right corner of the game interface. This control displays the energy value of the player object. Energy is a game resource that may be consumed at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.
[0175] Step 360: In response to the play 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 362: In response to the play operation on the chess piece card, executing a battle preparation operation related to at least one own chess piece in the chessboard area;
[0178] Step 364: In response to the play operation of the equipment card, equip all or part of the at least one chess piece with virtual equipment;
[0179] Step 366: In response to the play operation on the effect card, executing a preparation operation to add an effect to at least one factor in the game;
[0180] Step 368: In response to the play operation on the player's card, perform a preparation operation related to at least one factor in the game.
[0181] Since the battle situation in each round of turn-based battle is different, the game cards of each player object are different, and the playing habits of each player object are different, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.
[0182] Regarding step 362 (chess card):
[0183] In some embodiments, the cards located in the card 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 chessboard area, where 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 chessboard 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] The first chess card is Figure 10 Take the 4th card in as an example, combined with reference Figure 11 In response to a drag operation on the first chess piece card, a first own chess piece 17 and a first indicator arrow 18 are displayed. First own chess piece 17 is a three-dimensional piece that slides in response to the real-time position of the drag operation. First indicator arrow 18 starts at the position of the first chess piece card before it is played and ends at the real-time position of the drag operation. If the drag operation is released at the first candidate square, first own chess piece 17 is summoned to the first candidate square.
[0188] based on Figure 11 It can be seen that this interaction method cancels the chess piece preparation area, and the card area takes into account the functions of chess piece acquisition and preparation at the same time, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.
[0189] In some embodiments, the cards located in the card 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] Regarding step 364 (equip the card):
[0192] In some embodiments, the cards in the card 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-size 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, equipping 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] Regarding step 366 (effect card):
[0196] In some embodiments, the cards in the card 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 2 effect card, an effect is added to the card acquisition process, for example, two identical chess pieces are drawn consecutively.
[0202] Regarding step 368 (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 in the deck. Clicking the swap button allows you to swap one or more cards. Swapping cards consumes energy. For example, you can only swap cards once per round, but you can swap multiple cards at once. Each card you swap 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 deleted cards cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, each deleted card will gain 1 energy point.
[0211] Player level upgrade function:
[0212] The player object on this side obtains a certain amount of energy in each round. The energy not used in this round can be accumulated to the next round, and the energy can be used to upgrade the player level. The higher the player level, the higher the quality of the cards that can be drawn in each round, and at the same time, some new abilities will be unlocked, such as talents, purchasable equipment, etc. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player level is upgraded, the quality indicator corresponding to the current player level will light up to indicate the quality of the cards that can be obtained at the current player level. The quality indicator can be as follows: Figure 12 The small rounded rectangle shown is used as an example, but other shapes or forms are also possible.
[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 battle phase of each round:
[0215] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged 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 killed.
[0217] Figure 13 The figure shows an automatic battle diagram of a player's chess piece 17 and an enemy chess piece 19 in a melee battle on the chessboard. The movement, skill release, and functions of the two chess pieces during the battle do not require manual control by the player.
[0218] Battle settlement phase:
[0219] Step 390: Calculate the life value of the virtual character of the chess player on your side, and start the next round of turn-based battle or end the current game based on the life value.
[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 Shown is the animation effect of calculating the life value of the opponent's chess piece 19 when the opponent is the loser, and then calculating the life value of the opponent's chess piece virtual character 61. A life value progress bar can be displayed on the top of the chess piece virtual character 61.
[0224] Exemplary references Figure 15 The settlement information of the current game is displayed on the settlement interface. The settlement information includes player rankings, players used by each player, lineups, chess piece types, and other information.
[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 of the traditional battle interface, such as the shop, chess piece and card area, and chess piece battle area, to complete the acquisition, upgrade, and battle of chess pieces. 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, and users only need to use the same card playing operations as in a card game to complete various battle preparation operations, 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 card 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] In the related art, the game process of a turn-based chess game includes a preparation stage and a battle stage. The game interface displayed in the preparation stage and the battle stage includes a card area and a chessboard area. The card area is used to display the virtual chess pieces owned by the player during the game. The virtual chess pieces can be game cards.
[0230] The card area includes a fixed number of preparation units, also known as seats. Each virtual chess piece occupies a seat. When all seats in the card area are occupied by game cards (i.e., the number of game cards equals the number of preparation units), players cannot obtain new game cards and can only sell game cards in the card area to obtain vacant seats, and then obtain new game cards. During the game, the process of obtaining new game cards is complex and inflexible. If players cannot sell game cards in the card area in a timely manner, they cannot obtain new game cards, which limits their strategy during the game and reduces their interactivity and gaming experience.
[0231] In this regard, an embodiment of the present application provides an information display method for a turn-based chess game to simplify the interaction process, improve the flexibility of interaction and the competitiveness of the game, and enhance the player's gaming experience.
[0232] Figure 16 This is a flow chart of the information display method for a turn-based chess game provided by an embodiment of the present application. This embodiment takes the method executed by a terminal as an example, and the terminal runs a program client that supports turn-based chess games, such as Figure 16 As shown, the method includes the following steps 1601 and 1602.
[0233] In step 1601, a battle preparation interface for the first round of a turn-based chess game is displayed, where the game cards owned by the game object are displayed in the battle preparation interface for the first round.
[0234] In an exemplary embodiment of the present application, the first round preparation interface is an interface for the game object to prepare for the first round of the game in a turn-based chess game. The first round can be any round except the last round in the game process.
[0235] In an exemplary embodiment of the present application, after the game starts, a preparation interface for the first round may be displayed. Figure 17 This is a schematic diagram of a first round preparation interface provided by an embodiment of the present application. Figure 17As shown, the first round preparation interface may include a card area 1701 and a chessboard area 1702. The card area 1701 is used to display the game cards 1703 that the game object already has. The game cards 1703 can be automatically randomly drawn for the current game object by the game background or drawn according to certain extraction rules. The game cards 1703 may include, but are not limited to, virtual object cards (also known as chess piece cards), effect cards, player cards, and equipment cards. Multiple game cards 1703 are arranged in a certain order in the card area 1701. Optionally, the game cards 1703 also have a card usage energy value 1707. The card usage energy value 1707 can represent the energy value required to use the game card. When the energy value of the game object is greater than the card usage energy value, the game object can use the corresponding game card.
[0236] For example, Figure 17 The game cards displayed in the game include the card corresponding to virtual object 1, the card corresponding to virtual object 2, the card corresponding to virtual object 3, the card corresponding to virtual object 4, the effect card (additional card), and the equipment card (gun string). Figure 17 The types and quantities of game cards owned by the game object displayed in the card area are for illustrative purposes only. As the game object uses game cards or draws new game cards in subsequent game processes, the types and quantities of game cards owned by the game object displayed in the card area will also change accordingly. This application does not impose any restrictions on this.
[0237] In the exemplary embodiment of the present application, Figure 17 The chessboard area 1702 is the area where the game objects use the game cards 1703 to automatically fight in the subsequent game process.
[0238] Exemplarily, the preparation interface for the first round may also include an upgrade control 1704 and a card exchange control 1705. The upgrade control 1704 is used to upgrade the game level of the game object so that the game object can unlock higher-level game cards, or so that the game object can unlock more powerful effect cards or obtain equipment; the card exchange control 1705 is used to replace the game cards already owned by the game object.
[0239] Optionally, the first round preparation interface also displays an energy control 1706, which is used to display the energy value of the game object. Energy is a game resource that may be used at various stages of the game. For example, using virtual object cards requires energy, and changing game cards also requires energy.
[0240] In step 1602, based on the fact that the number of game cards already owned by the game object is not less than the card number threshold, a first card deletion control is displayed, and the first card deletion control is used to guide the game object to delete the game cards displayed in the first round preparation interface, so that the number of game cards displayed in the first round preparation interface is less than the card number threshold.
[0241] In an exemplary embodiment of the present application, during the first round of the battle preparation interface, the game object can use some game cards to change the number of game cards currently held by the game object. For example, the game object can use one effect card to apply a corresponding effect to at least one game factor. For example, if the game object uses the "Add Card" effect card, the corresponding effect is to draw two cards, and the number of game cards held by the game object increases. For example, if the game object uses the "Replace Card" effect card, the corresponding effect is to replace one of the game object's game cards, and the number of game cards held by the game object remains unchanged.
[0242] In one possible implementation, the number of game cards already owned by a game object can be detected in the first-round battle preparation interface, where the game cards already owned by the game object are the game cards already owned by the game object displayed in the card area of the first-round battle preparation interface. When it is detected that the number of game cards already owned by the game object is not less than a card quantity threshold, a first card deletion control is displayed in the first-round battle preparation interface. The first card deletion control is used to guide the game object to delete the game cards displayed in the first-round battle preparation interface to reduce the number of game cards already owned by the game object. For example, the first card deletion control is used to delete the game cards already owned by the game object so that the number of game cards displayed in the first-round battle preparation interface is less than the card quantity threshold. The card quantity threshold can be set by the client or the server, for example, the card quantity threshold is 8.
[0243] Optionally, when the number of game cards already owned by the game object is not less than a card number threshold, a first card deletion control is displayed in the first round battle preparation interface. The number of first card deletion controls displayed in the first round battle preparation interface may be one or more, but the number of first card deletion controls displayed in the first round battle preparation interface is not greater than the number of game cards already owned by the game object.
[0244] In an exemplary embodiment of the present application, based on the number of game cards already owned by the game object being not less than a card number threshold, the process of displaying a first card deletion control may include: based on the number of game cards already owned by the game object being not less than a card number threshold, determining a first game card among the game cards already owned by the game object; and displaying a first card deletion control at a position corresponding to the first game card, the first card deletion control being used to guide the game object to delete the first game card.
[0245] Exemplarily, the first game card is any one or more game cards already owned by the game object, and the first game card may be determined based on the selection of the game object.
[0246] In one embodiment of the present application, after a first game card is determined, a first card deletion control is displayed at a location corresponding to the first game card. The first card deletion control is used to direct the game object to delete the first game card until the number of game cards owned by the game object falls below a card quantity threshold, at which point the first card deletion control is no longer displayed. The location corresponding to the first game card can be a designated area of the first game card, for example, above the first game card.
[0247] In a possible implementation, a method of determining the first game card from the game cards already owned by the game object includes but is not limited to any one of the following methods 1 to 4.
[0248] Method 1: Determine the energy value corresponding to the game card owned by the game object, and use the game card owned by the game object whose corresponding energy value is lower than the energy threshold as the first game card.
[0249] For example, the energy value is the amount of energy required to use a game card, and this energy value is an integer. Energy is a resource in turn-based board games. Optionally, different types of game cards require different amounts of energy when used. When determining the first game card, the energy values corresponding to the game cards already owned by the game object can be obtained, and the game card with an energy value below the energy threshold is selected as the first game card.
[0250] Among them, the energy threshold is set based on experience, or adjusted according to the actual situation of the game process, and this application does not impose any restrictions on this.
[0251] Method 2: Determine the card levels corresponding to the game cards owned by the game object, and use the game cards owned by the game object whose corresponding card levels are lower than the level threshold as the first game card.
[0252] In one possible implementation, virtual object cards in the game deck are assigned card levels, and the card level corresponding to any virtual object card is the level of the virtual object corresponding to that virtual object card. Optionally, virtual object cards in the game deck already owned by the game object are identified, their corresponding card levels are determined, and the virtual object card whose corresponding card level is below a level threshold is used as the first game card.
[0253] Among them, the level threshold is set based on experience, or adjusted according to the actual situation of the game process, and this application does not impose any restrictions on this.
[0254] Method three: when there are duplicate game cards among the game cards already owned by the game object, any one of the duplicate game cards is used as the first game card.
[0255] Exemplarily, when there are duplicate game cards among the game cards already owned by the game object, for example, there are identical virtual object cards or effect cards, any one of the duplicate game cards may be used as the first game card.
[0256] Method 4: From the game cards already owned by the game object, a game card whose time meets the time requirement is obtained as the first game card.
[0257] Among them, the acquisition time that meets the time requirement can be the earliest acquisition time or the latest acquisition time, and the embodiments of the present application do not limit this.
[0258] Exemplarily, the acquisition time corresponding to the game card owned by the game object is obtained, and the game card whose acquisition time meets the time requirement is used as the first game card.
[0259] It should be noted that other methods can be used to determine the first game card from the game card deck already owned by the game object, and this application does not limit this. For example, any game card from the game card deck already owned by the game object can be used as the first game card. Alternatively, the first game card can also be determined by the game object's selection.
[0260] Figure 18 This is a schematic diagram of a first card deletion control provided by an embodiment of the present application. Figure 18 As shown, when the number of game cards owned by the game object during the battle preparation process is not less than the card number threshold, a first card deletion control 1802 is displayed at a position corresponding to the first game card 1801. The first card deletion control 1802 is used to guide the game object to delete the first game card 1801. The first card deletion control 1802 can be located at a position corresponding to the first game card 1801, for example, above the first game card 1801.
[0261] For example, the number of first card deletion controls is the same as the number of first game cards, that is, there is a one-to-one correspondence between the first card deletion controls and the first game cards. The game player can directly select a first game card and drag it to the location of the first card deletion control to delete the corresponding first game card. After the first game card is deleted, the corresponding first card deletion control is also removed from the display. By displaying the same number of first card deletion controls as the number of first game cards, the game player can be more intuitively and quickly prompted with the number of cards to be deleted, conveniently guiding the game player to perform the deletion operation on the first game card.
[0262] Exemplarily, the number of first card deletion controls is different from the number of first game cards. For example, there may be one first card deletion control, and the game object may directly select the first game card and drag the first game card to the location of the first card deletion control to delete the corresponding first game card; or, upon detecting the selection of the first game card, a corresponding first card deletion control may be displayed above the first game card, and the game object may use the first card deletion control displayed above the first game card to delete the corresponding first game card.
[0263] It should be noted that the method of deleting the first game card in this application is an exemplary description. You can also drag the first card deletion control to the position corresponding to the first game card to execute the deletion operation of the first game card. This application does not limit the method of deleting the first game card.
[0264] In an exemplary embodiment of the present application, when deleting the first game card, in response to a trigger operation on the first card deletion control, the first game card is deleted, and the game cards displayed in the first round preparation interface do not include the first game card.
[0265] In an exemplary embodiment of the present application, based on the fact that the card type of the first game card is a virtual object card, the card level of the fifth game card is adjusted according to the card level of the first game card to obtain the card level of the fifth game card after adjustment, and the card level of the fifth game card after adjustment is the sum of the card level of the fifth game card before adjustment and the card level of the first game card. The fifth game card is a game card other than the first game card among the game cards already owned by the game object, and its card type is a virtual object card.
[0266] For example, in response to deleting a first game card, and when the card type of the first game card is a virtual object card, the card level of the first game card is obtained, and a virtual object card is determined among the game cards already owned by the game object, excluding the first game card, and at least one virtual object card among the virtual object cards is used as the fifth game card. The fifth game card can inherit the card level of the first game card, that is, the card level of the fifth game card is the sum of the card level of the fifth game card before the first game card is deleted and the card level of the first game card. Wherein, the card level is as follows: Figure 18 The numbers above the levels of virtual objects 1 to 4,
[0267] For example, if the card level of the first game card is 2, there is only one fifth game card, and the card level of the fifth game card is 3, then after deleting the first game card, the card level of the fifth game card is 5; or if there are two fifth game cards, and the card levels of the fifth game cards are 3 and 1 respectively, then after deleting the first game card, the card levels of the corresponding fifth game card are 4 and 2.
[0268] It should be noted that the adjustment of the card level of the fifth game card in this application is only an exemplary description, and there may be other adjustment methods, which are not limited in this application.
[0269] The first round preparation interface of this application only uses the first card deletion control to prompt the game object when the number of game cards already owned by the game object is not less than the card number threshold, and does not force the game object to delete the game cards, thereby improving the processing experience when the game object's cards reach the upper limit.
[0270] It should be noted that the first round preparation interface is an interface displayed by the terminal during the first round preparation stage, and the first round preparation stage may be a preparation stage before the first round battle stage.
[0271] In an exemplary embodiment of the present application, after the preparation phase of the first round ends, the game objects enter the battle phase of the first round. During the battle phase, the information display method of the turn-based chess game may further include steps 1603 and 1604.
[0272] In step 1603, based on the game object entering the first round of battle process, the first round of battle interface is displayed, and the first round of battle interface displays the game cards owned by the game object.
[0273] Figure 19 This is a schematic diagram of a first round battle interface provided by an embodiment of the present application. Figure 19As shown, in the battle interface of the first round, the virtual object of the own game object and the virtual object of the enemy game object automatically fight in the chessboard area. During the battle, the client or the server can automatically control the virtual objects of both sides to fight based on at least one of the positions of the virtual objects of both sides in the chessboard area, the attributes of the virtual objects, the levels of the virtual objects or the skills of the virtual objects.
[0274] In step 1604, based on the fact that the number of game cards already owned by the game object is not less than the card number threshold, a second card deletion control is displayed, and the second card deletion control is used to guide the game object to delete the game cards displayed in the battle interface of the first round, so that the number of game cards displayed in the battle interface of the first round is less than the card number threshold.
[0275] In an exemplary embodiment of the present application, during a first round of play, the number of game cards already owned by a game object can be detected, wherein the game cards already owned by the game object are the game cards displayed in the card area of the first round of play interface. When it is detected that the number of game cards already owned by the game object is not less than a card quantity threshold, a second card deletion control is displayed in the first round of play interface. The second card deletion control is used to guide the game object to delete the game cards displayed in the first round of play interface to reduce the number of game cards already owned by the game object. For example, the second card deletion control is used to delete the game cards already owned by the game object so that the number of game cards displayed in the first round of play interface is less than the card quantity threshold. The card quantity threshold can be set by the client or the server, and the card quantity threshold corresponding to different game objects can be the same.
[0276] Combine Figure 19 When the number of game cards possessed by the game object during the battle is not less than the card number threshold, a second card deletion control 1901 is displayed at the position corresponding to the second game card 1903. The second card deletion control 1901 is used to guide the game object to delete the second game card 1903. The second card deletion control 1901 can be located at the position corresponding to the second game card 1903, for example, above the second game card 1903.
[0277] Optionally, the second card deletion control can be displayed in the same manner as the first card deletion control, or in a different manner. For example, the second card deletion control can differ from the first card deletion control in at least one of color or style. For example, the second card deletion control can be highlighted in the first round battle interface. It should be noted that this application does not limit the specific display method of the second card deletion control.
[0278] In an exemplary embodiment of the present application, when deleting the second game card, in response to a trigger operation on the second card deletion control, the second game card is deleted, and the game cards displayed in the first round of the battle interface do not include the second game card.
[0279] It should be noted that the process of determining the second game card is similar to the process of determining the first game card, and the process of deleting the second game card is similar to the process of deleting the first game card, which will not be described in detail here.
[0280] In an exemplary embodiment of the present application, based on the fact that the number of game cards already owned by the game object is not less than the card number threshold, a first prompt message is displayed on the battle interface of the first round. The first prompt message is used to indicate that the number of game cards already owned by the game object is not less than the card number threshold, and the game object needs to delete the game cards.
[0281] Combine Figure 19 When the number of game cards owned by the game object during the battle is not less than the card number threshold, in addition to displaying the second card deletion control 1901, the first prompt message 1902 may also be displayed. For example, the content of the displayed first prompt message 1902 is "Game cards exceed the upper limit, please sell". It should be noted that Figure 19 The first prompt information is an exemplary description, and the first prompt information includes but is not limited to text prompt information, sound prompt information, graphic prompt information, floating window prompt information, etc.
[0282] For example, the first prompt message indicates that the number of game cards already owned by the game object is not less than a card number threshold, and the game object needs to delete the game card. After the game object performs the game card deletion operation, if the number of game cards already owned by the game object is less than the card number threshold, the first prompt message is no longer displayed.
[0283] The battle interface of the first round of this application only uses the second card deletion control to prompt the game object when the number of game cards already owned by the game object is not less than the card number threshold, or the second card deletion control and the first prompt information to prompt the game object. It does not force the game object to delete the game cards, which improves the processing experience when the game object's cards reach the upper limit during the battle stage.
[0284] For example, during a battle, two competing game objects may be randomly matched. For example, in this game, there are six game objects, which can be randomly divided into three groups for battle. For each group of two competing game objects, both sides can battle based on the virtual objects corresponding to the game cards they already have, until all virtual objects on one side are killed, and the current group completes a round of battle.
[0285] Both the player's game object and the enemy's game object have health points. After the current round of battle, the losing player's game object will have a portion of its health points deducted. This portion of the health point can be determined based on the winning player's remaining virtual objects or can be a fixed value, which is not limited in this embodiment.
[0286] In an exemplary embodiment of the present application, after the first round of battle is over, the second round of advance preparation phase can also be entered, and the second round is the next round of the first round. Among them, the advance preparation phase of the second round can be when the battle of the game object is over, and the game objects of the other groups are still in the battle process; the advance preparation phase of the second round can also be the preparation phase entered after the battle of the game objects of all groups is over. It should be noted that for game objects of different groups, the start time of the advance preparation phase of the second round may be different, and the corresponding time of the advance preparation phase of the second round is also different. In the advance preparation phase of the second round, the information display method of the turn-based chess game can also include steps 1605 and 1606.
[0287] In step 1605 , based on the end of the first round of battle, an intermediate page is displayed, in which the game cards owned by the game object are displayed.
[0288] Figure 20 This is a schematic diagram of an intermediate page provided by an embodiment of the present application. Figure 20 As shown, the middle page may include a card area 2001, and the card area 2001 is used to display the game cards owned by the current game object.
[0289] In step 1606, based on the fact that the number of game cards already owned by the game object is not less than the card number threshold, a third card deletion control is displayed, and the third card deletion control is used to guide the game object to delete the game cards displayed in the middle page so that the number of game cards displayed in the middle page is less than the card number threshold.
[0290] For example, the number of game cards owned by the game object displayed on the intermediate page can be detected. When it is detected that the number of game cards owned by the game object is not less than a card number threshold, a third card deletion control is displayed on the intermediate page. The third card deletion control is used to guide the game object to delete the game cards displayed on the intermediate page to reduce the number of game cards owned by the game object. For example, the third card deletion control is used to delete the game cards owned by the game object so that the number of game cards displayed on the intermediate page is less than the card number threshold. The card number threshold can be set by the client or server, and different game objects can have the same card number threshold.
[0291] Combine Figure 20When the number of game cards owned by the game object is not less than the card number threshold, a third card deletion control 2002 is displayed at the position corresponding to the third game card. The third card deletion control 2002 is used to guide the game object to delete the third game card. The third card deletion control 2002 can be located at the position corresponding to the third game card.
[0292] Optionally, the third card deletion control can be displayed in the same manner as at least one of the first card deletion control or the second card deletion control, or can be displayed differently from the first card deletion control or the second card deletion control. This application does not limit the specific display manner of the third card deletion control.
[0293] In an exemplary embodiment of the present application, when deleting the third game card, in response to a triggering operation on the third card deletion control, the third game card is deleted, and the game cards displayed in the middle page do not include the third game card.
[0294] It should be noted that the process of determining the third game card is similar to the process of determining the first game card, and the process of deleting the third game card is similar to the process of deleting the first game card, which will not be described in detail here.
[0295] The middle page displayed in this application only prompts the game object using the third card deletion control when the number of game cards already owned by the game object is not less than the card number threshold, and does not force the game object to delete game cards.
[0296] In an exemplary embodiment of the present application, based on the fact that the number of game cards already owned by the game object is not less than the card number threshold, a second prompt message is displayed in the middle page. The second prompt message is used to indicate that the number of game cards already owned by the game object is not less than the card number threshold, and the game object needs to delete game cards to obtain new game cards.
[0297] Combine Figure 20 When the number of game cards owned by the game object is not less than the card number threshold, in addition to displaying the third card deletion control 2002, a second prompt message 2003 may also be displayed. For example, the content of the displayed second prompt message 2003 is "The game cards have exceeded the upper limit and need to be sold before new cards can be drawn." It should be noted that Figure 20The second prompt information in the description is for illustrative purposes only. The second prompt information includes but is not limited to text prompt information, sound prompt information, graphic prompt information, floating window prompt information, etc. The display form of the second prompt information can be the same as the display form of the first prompt information, or it can be different from the display form of the first prompt information. This application does not impose any restrictions on this. For example, the second prompt information and the first prompt information are both text prompt information, but the content of the second prompt information is different from that of the first prompt information. The font size of the second prompt information can also be larger than the font size of the first prompt information to increase the prompt intensity of the game object.
[0298] For example, the second prompt message indicates that the number of game cards already owned by the game object is not less than a card number threshold, and the game object needs to delete the game card. After the game object performs the game card deletion operation, if the number of game cards already owned by the game object is less than the card number threshold, the second prompt message is canceled.
[0299] In an exemplary embodiment of the present application, after the pre-game preparation phase of the second round ends, the formal game preparation phase of the second round begins. The formal game preparation phase of the second round may include steps 1607 to 1609.
[0300] In step 1607, a second round battle preparation interface is displayed, and the second round battle preparation interface displays the game cards owned by the game object.
[0301] Figure 21 This is a schematic diagram of a second round preparation interface provided by an embodiment of the present application. Figure 21 As shown, the second round preparation interface may include a card area 2101, and the card area 2101 is used to display the game cards that the current game object has.
[0302] In step 1608, based on the number of game cards already owned by the game object being no less than the card number threshold, a discard progress bar is displayed in the second round preparation interface, and the discard progress bar is used to indicate the remaining time for the game cards to be discarded.
[0303] For example, the number of game cards owned by the game object in the second round of preparation interface can be detected. When it is detected that the number of game cards owned by the game object is not less than the card number threshold, the discard progress bar is displayed in the second round of preparation interface. Figure 21 The discard progress bar 2102 can display the total time 2103 of the preparation process for the second round and the game object discard time 2104 (shaded display). As the game progresses, the game object discard time 2104 decreases accordingly.
[0304] In step 1609, based on the progress of the discard progress bar meeting the progress requirement, the fourth game card in the game cards already owned by the game object is deleted.
[0305] Exemplarily, when the progress of the discard progress bar meets the progress requirement, for example, when the game object's discard time is less than the time threshold, for example, the game object's discard time is reset to 0, the fourth game card in the game cards already owned by the game object in the card area 2101 is deleted, so that the game cards already owned by the game object are less than the card quantity threshold, so that the game object can obtain a new game card.
[0306] In an exemplary embodiment of the present application, when the game object's discard time is greater than or equal to a time threshold, the game object can select a fourth game card. The game object can reasonably select the fourth game card to be deleted based on the game progress. When the game object's discard time is less than the time threshold, the fourth game card can be selected by the game terminal.
[0307] It should be noted that the method for confirming the fourth game card in this application is similar to the method for confirming the first game card, and will not be described in detail here.
[0308] In an exemplary embodiment of the present application, based on the fact that the number of game cards already owned by the game object is not less than the card number threshold, a fourth card deletion control is displayed, and the fourth card deletion control is used to guide the game object to delete the game cards displayed in the preparation interface for the second round, so that the number of game cards already owned by the game object is less than the card number threshold.
[0309] For example, the number of game cards already owned by the game object in the second-round battle preparation interface can be detected. When it is detected that the number of game cards already owned by the game object is not less than a card number threshold, a fourth card deletion control is displayed in the second-round battle preparation interface. The fourth card deletion control is used to guide the game object to delete the game cards displayed in the second-round battle preparation interface to reduce the number of game cards already owned by the game object. For example, the fourth card deletion control is used to delete the game cards already owned by the game object so that the number of game cards displayed in the second-round battle preparation interface is less than the card number threshold. The card number threshold can be set by the client or the server, and the card number threshold can be the same for different game objects.
[0310] Combine Figure 21 When the number of game cards already owned by the game object in the second round preparation interface is not less than the card number threshold, the fourth card deletion control 2105 is displayed at the position corresponding to the fourth game card. The fourth card deletion control 2105 is used to guide the game object to delete the fourth game card.
[0311] Optionally, the fourth card deletion control can be displayed in the same manner as at least one of the first to third card deletion controls, or can be displayed differently from all of the first to third card deletion controls. This application does not impose any restrictions on the specific display manner of the fourth card deletion control.
[0312] In an exemplary embodiment of the present application, when deleting the fourth game card, in response to a trigger operation on the fourth card deletion control, the fourth game card is deleted, and the game cards displayed in the second round preparation interface do not include the fourth game card.
[0313] Optionally, a third prompt message may be displayed in the second round battle preparation interface, and the third prompt message is used to indicate that the number of game cards owned by the game object in the second round battle preparation interface is not less than the card number threshold, and the game cards are about to be deleted. Figure 21 The third prompt information is "Excess game cards are about to be sold". The third prompt information can be displayed around the discard progress bar or on the discard progress bar. The display position of the third prompt information in the second round preparation interface is not limited in this application.
[0314] In the preparation interface for the second round of this application, when the number of game cards already owned by the game object is not less than the card quantity threshold and the progress of the discard progress bar meets the progress requirements, the fourth game card is forcibly deleted. The fourth game card can be determined by the game object or by the terminal.
[0315] In this application, if the number of game cards already owned by the game object in the middle page is not less than the card number threshold, the game object will be prompted based on the fourth card deletion control, and will not be forced to discard cards, thereby improving the flexibility of players in discarding cards during the preparation process.
[0316] In the present application, in the second round preparation interface, when the number of game cards already owned by the game object is not less than the card number threshold and the progress of the discard progress bar does not meet the progress requirement, the game object will be prompted based on the fourth card deletion control, and will not be forced to discard cards, thereby improving the player's flexibility in discarding cards during the preparation process; when the progress of the discard progress bar meets the progress requirement, the fourth game card in the game cards already owned by the game object will be deleted, that is, a forced discard operation will be performed, which can ensure that the player can obtain new game cards before the next round of the game.
[0317] At different stages of the game, when the number of game cards a player already possesses is no less than a card count threshold, the game player is prompted to delete the game cards to varying degrees. Except for the second-round preparation screen, where the player's game cards are deleted and a forced discard is performed when the discard progress bar meets the required progress, the player's game cards are not forced to discard at other stages. This increases the player's (the player's) flexibility in discarding cards during preparation and ensures they can obtain new game cards before the next round.
[0318] Figure 22 This is a timing diagram of an information display method for a turn-based chess game provided by an embodiment of the present application. The method can be performed by Figure 1 The method is executed by a terminal in the implementation environment shown, and includes the following contents.
[0319] The game client detects that a game object is using a game card. The server obtains a change in the number of game cards, obtains the game card count information, and determines whether the number of game cards already owned by the game object is less than the card count threshold. The server determines that the number of game cards already owned by the game object is at least the card count threshold and returns a prompt to the game client. The game client then prompts the game object to delete the game card. The game client detects that the game object is deleting a game card. The server detects a change in the number of game cards, obtains the game card count information, and determines whether the number of game cards already owned by the game object is less than the card count threshold. The server determines that the number of game cards already owned by the game object is less than the card count threshold and sends a close prompt to the client. The game client determines that the number of game cards already owned by the game object is at least the card count threshold. The server obtains the game card count information and determines whether the number of game cards already owned by the game object is less than the card count threshold. The server determines that the number of game cards already owned by the game object is at least the card count threshold and returns a delete instruction. The game client displays a discard progress bar to indicate that the game object needs to delete the game card. If the discard progress bar meets the progress requirement, the game object's game card is deleted.
[0320] It should be noted that Figure 22 The game client can also be a display module of the game client, and the server can be a data processing module of the game client. This application does not impose any restrictions on this.
[0321] This application provides different levels of prompts to players at different stages of the game, guiding them to delete cards when the number of cards they already possess is no less than a threshold. This not only increases the flexibility of players in discarding cards during the game preparation process, but also ensures that they can obtain new cards before the next round.
[0322] It should be noted that Figure 22 The various steps in the process have been described in steps 1601 to 1609 and will not be repeated here.
[0323] The present application also provides an information display device for a turn-based chess game. Figure 23 Schematic diagram of the structure of an information display device for a turn-based chess game provided in an embodiment of the present application. Figure 23 As shown, the device includes:
[0324] The display module 2300 is used to display a battle preparation interface for the first round of a turn-based chess game. The battle preparation interface for the first round displays game cards owned by the game object.
[0325] The display module 2300 is also used to display a first card deletion control based on the number of game cards already owned by the game object being not less than the card number threshold. The first card deletion control is used to guide the game object to delete the game cards displayed in the first round preparation interface so that the number of game cards displayed in the first round preparation interface is less than the card number threshold.
[0326] In one possible implementation, the display module 2300 is configured to determine a first game card among the game cards already owned by the game object based on the number of game cards already owned by the game object being not less than a card number threshold; and display a first card deletion control at a position corresponding to the first game card, the first card deletion control being configured to guide the game object to delete the first game card.
[0327] In one possible implementation, the display module 2300 is configured to determine an energy value corresponding to a game card already owned by the game object, and use a game card whose corresponding energy value is lower than an energy threshold among the game cards already owned by the game object as a first game card; or, determine a card level corresponding to a game card already owned by the game object, and use a game card whose corresponding card level is lower than a level threshold among the game cards already owned by the game object as a first game card; or, if there are duplicate game cards among the game cards already owned by the game object, use any one of the duplicate game cards as the first game card; or, use a game card whose acquisition time meets a time requirement among the game cards already owned by the game object as the first game card.
[0328] In one possible implementation, the display module 2300 is further configured to delete the first game card in response to a trigger operation on the first card deletion control, and the game cards displayed in the first round preparation interface do not include the first game card.
[0329] In one possible implementation, the display module 2300 is further configured to adjust the card level of the fifth game card according to the card level of the first game card, based on the card type of the first game card being a virtual object card, to obtain the adjusted card level of the fifth game card, where the adjusted card level of the fifth game card is the sum of the card level of the fifth game card before adjustment and the card level of the first game card, and the fifth game card is a game card other than the first game card among the game cards already owned by the game object, and whose card type is a virtual object card.
[0330] In one possible implementation, the display module 2300 is further used to display the battle interface of the first round based on the game object entering the battle process of the first round, where the game cards owned by the game object are displayed in the battle interface of the first round; based on the number of game cards owned by the game object being not less than the card number threshold, a second card deletion control is displayed, where the second card deletion control is used to guide the game object to delete the game cards displayed in the battle interface of the first round, so that the number of game cards displayed in the battle interface of the first round is less than the card number threshold.
[0331] In one possible implementation, the display module 2300 is also used to display a first prompt message on the battle interface of the first round based on the number of game cards already owned by the game object being not less than the card number threshold. The first prompt message is used to indicate that the number of game cards already owned by the game object is not less than the card number threshold, and the game object needs to delete the game cards.
[0332] In one possible implementation, the display module 2300 is further configured to display an intermediate page based on the end of the first round of battle, where the intermediate page displays game cards already owned by the game object; and to display a third card deletion control based on the number of game cards already owned by the game object being not less than a card number threshold, where the third card deletion control is configured to guide the game object to delete the game cards displayed on the intermediate page so that the number of game cards displayed on the intermediate page is less than the card number threshold.
[0333] In one possible implementation, the display module 2300 is further used to display a second prompt message in the middle page based on the number of game cards already owned by the game object being not less than the card number threshold. The second prompt message is used to indicate that the number of game cards already owned by the game object is not less than the card number threshold, and the game object needs to delete game cards to obtain new game cards.
[0334] In one possible implementation, the display module 2300 is further used to display a second-round preparation interface, in which the game cards already owned by the game object are displayed; based on the number of game cards already owned by the game object being not less than a card number threshold, a discard progress bar is displayed in the second-round preparation interface, and the discard progress bar is used to indicate the remaining time for the game card to be discarded; based on the progress of the discard progress bar meeting the progress requirement, the fourth game card in the game cards already owned by the game object is deleted.
[0335] In one possible implementation, the display module 2300 is further used to display a fourth card deletion control based on the number of game cards already owned by the game object being not less than the card number threshold. The fourth card deletion control is used to guide the game object to delete the game cards displayed in the preparation interface for the second round, so that the number of game cards already owned by the game object is less than the card number threshold.
[0336] At different stages of the game, when the number of game cards a player already possesses is no less than a card count threshold, the game player is prompted to delete the game cards to varying degrees. Except for the second-round preparation screen, where the player's game cards are deleted and a forced discard is performed when the discard progress bar meets the required progress, the player's game cards are not forced to discard at other stages. This increases the player's (the player's) flexibility in discarding cards during preparation and ensures they can obtain new game cards before the next round.
[0337] It should be understood that the above-mentioned device is merely an example of the division of the above-mentioned functional modules when implementing its functions. In actual applications, the above-mentioned functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0338] Figure 24The following is a block diagram of a terminal device 1100 provided in accordance with an exemplary embodiment of the present application. The terminal device 1100 may be any electronic device capable of human-computer interaction with a user through one or more methods, such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include a PC (Personal Computer), mobile phone, smartphone, PDA (Personal Digital Assistant), wearable device, Pocket PC (PPC), tablet computer, smart car computer, smart TV, smart speaker, smart watch, and the like.
[0339] Typically, the terminal device 1100 includes a processor 1101 and a memory 1102 .
[0340] The processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1101 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 1101 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 1101 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 1101 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0341] The memory 1102 may include one or more computer-readable storage media, which may be non-transitory. The memory 1102 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 1102 is used to store at least one instruction, which is executed by the processor 1101 to implement the information display method for the turn-based chess game provided in the method embodiment of the present application.
[0342] In some embodiments, terminal device 1100 may optionally include a peripheral device interface 1103 and at least one peripheral device. Processor 1101, memory 1102, and peripheral device interface 1103 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1103 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1104, a display screen 1105, a camera assembly 1106, an audio circuit 1107, and a power supply 1108.
[0343] The peripheral device interface 1103 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1101 and the memory 1102. In some embodiments, the processor 1101, the memory 1102, and the peripheral device interface 1103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1101, the memory 1102, and the peripheral device interface 1103 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0344] The RF circuit 1104 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1104 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1104 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 1104 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The RF circuit 1104 can communicate with other terminal devices via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1104 may also include circuitry related to Near Field Communication (NFC), which is not limited in this application.
[0345] The display screen 1105 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1105 is a touch screen display, the display screen 1105 also has the ability to collect touch signals on the surface or above the surface of the display screen 1105. The touch signal can be input as a control signal to the processor 1101 for processing. At this time, the display screen 1105 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 1105, which is set on the front panel of the terminal device 1100; in other embodiments, there can be at least two display screens 1105, which are respectively set on different surfaces of the terminal device 1100 or in a folding design; in other embodiments, the display screen 1105 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal device 1100. Even more, the display screen 1105 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1105 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0346] The camera assembly 1106 is used to capture images or videos. Optionally, the camera assembly 1106 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal device 1100, and the rear camera is arranged on the back of the terminal device 1100. 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 1106 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.
[0347] The audio circuit 1107 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 1101 for processing, or input into the radio frequency circuit 1104 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each disposed at different locations of the terminal device 1100. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 1101 or the radio frequency circuit 1104 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, the audio circuit 1107 may also include a headphone jack.
[0348] Power supply 1108 is used to power various components in terminal device 1100. Power supply 1108 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1108 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.
[0349] In some embodiments, the terminal device 1100 further includes one or more sensors 1110 , including but not limited to: an acceleration sensor 1111 , a gyroscope sensor 1112 , a pressure sensor 1113 , an optical sensor 1114 , and a proximity sensor 1115 .
[0350] The accelerometer 1111 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal device 1100. For example, the accelerometer 1111 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1101 can control the display screen 1105 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1111. The accelerometer 1111 can also be used to collect game or user motion data.
[0351] The gyroscope sensor 1112 can detect the body orientation and rotation angle of the terminal device 1100. The gyroscope sensor 1112 can work with the acceleration sensor 1111 to collect the user's 3D movements of the terminal device 1100. Based on the data collected by the gyroscope sensor 1112, the processor 1101 can implement the following functions: motion sensing (such as changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0352] The pressure sensor 1113 can be set on the side frame of the terminal device 1100 and / or the lower layer of the display screen 1105. When the pressure sensor 1113 is set on the side frame of the terminal device 1100, it can detect the user's grip signal of the terminal device 1100, and the processor 1101 performs left and right hand recognition or shortcut operations based on the grip signal collected by the pressure sensor 1113. When the pressure sensor 1113 is set on the lower layer of the display screen 1105, the processor 1101 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 1105. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0353] Optical sensor 1114 is used to collect ambient light intensity. In one embodiment, processor 1101 can control the display brightness of display screen 1105 based on the ambient light intensity collected by optical sensor 1114. Specifically, when the ambient light intensity is high, the display brightness of display screen 1105 is increased; when the ambient light intensity is low, the display brightness of display screen 1105 is decreased. In another embodiment, processor 1101 can also dynamically adjust the shooting parameters of camera assembly 1106 based on the ambient light intensity collected by optical sensor 1114.
[0354] Proximity sensor 1115, also known as a distance sensor, is typically located on the front panel of terminal device 1100. Proximity sensor 1115 is used to detect the distance between the user and the front of terminal device 1100. In one embodiment, when proximity sensor 1115 detects that the distance between the user and the front of terminal device 1100 is gradually decreasing, processor 1101 controls display screen 1105 to switch from the screen-on state to the screen-off state. When proximity sensor 1115 detects that the distance between the user and the front of terminal device 1100 is gradually increasing, processor 1101 controls display screen 1105 to switch from the screen-off state to the screen-on state.
[0355] Those skilled in the art will understand that Figure 24 The structure shown in the figure does not constitute a limitation on the terminal device 1100, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0356] Figure 25This is a schematic diagram of the structure of the server provided in an embodiment of the present application. The server 1200 may vary significantly due to different configurations or performance, and may include one or more processors 1201 and one or more memories 1202. The one or more memories 1202 store at least one program code, which is loaded and executed by the one or more processors 1201 to implement the information display method for the turn-based chess game provided in each of the above-mentioned method embodiments. Of course, the server 1200 may also have components such as a wired or wireless network interface, a keyboard, and an input / output interface for input and output. The server 1200 may also include other components for implementing device functions, which will not be described in detail here.
[0357] In an exemplary embodiment, a computer-readable storage medium is further provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned information display methods for turn-based chess games.
[0358] Optionally, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, or the like.
[0359] In an exemplary embodiment, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement any of the above-mentioned information display methods for turn-based chess games.
[0360] 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 first round preparation interface and the first round battle interface involved in this application were obtained with full authorization.
[0361] It should be understood that the term "plurality" used herein refers to two or more. "And / or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates an "or" relationship between the associated objects.
[0362] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for displaying information of a turn-based chess game, characterized in that: The method comprises: Displaying a battle preparation interface for the first round of a turn-based chess game, wherein the battle preparation interface for the first round displays game cards already owned by the game object; Based on the fact that the number of game cards already owned by the game object is not less than a card number threshold, a first card deletion control is displayed, wherein the first card deletion control is used to guide the game object to delete the game cards displayed in the battle preparation interface of the first round, so that the number of game cards displayed in the battle preparation interface of the first round is less than the card number threshold.
2. The method according to claim 1, characterized in that The displaying of the first card deletion control based on the number of game cards owned by the game object being not less than a card number threshold comprises: determining a first game card from the game cards already owned by the game object based on the number of game cards already owned by the game object being no less than a card number threshold; The first card deletion control is displayed at a position corresponding to the first game card, and the first card deletion control is used to guide the game object to delete the first game card.
3. The method according to claim 2, characterized in that The determining of the first game card from the game cards already owned by the game object includes: Determine the energy value corresponding to the game card owned by the game object, and use the game card owned by the game object whose corresponding energy value is lower than the energy threshold as the first game card; or Determine the card levels corresponding to the game cards owned by the game object, and use the game cards owned by the game object whose corresponding card levels are lower than a level threshold as the first game cards; or In the case where there are duplicate game cards among the game cards already owned by the game object, any one of the duplicate game cards is used as the first game card; or A game card whose time meets the time requirement is obtained from the game cards already owned by the game object as the first game card.
4. The method according to claim 2, characterized in that After displaying the first card deletion control at the position corresponding to the first game card, the method further includes: In response to a triggering operation on the first card deletion control, the first game card is deleted, and the game cards displayed in the battle preparation interface of the first round do not include the first game card.
5. The method according to claim 4, characterized in that The method further comprises: Based on the card type of the first game card being a virtual object card, the card level of the fifth game card is adjusted according to the card level of the first game card to obtain the adjusted card level of the fifth game card, where the adjusted card level of the fifth game card is the sum of the card level of the fifth game card before adjustment and the card level of the first game card. The fifth game card is a game card other than the first game card among the game cards already owned by the game object, and the card type of the fifth game card is the virtual object card.
6. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: Based on the game object entering the first round of battle, displaying the first round of battle interface, wherein the first round of battle interface displays game cards owned by the game object; Based on the fact that the number of game cards already owned by the game object is not less than the card number threshold, a second card deletion control is displayed, and the second card deletion control is used to guide the game object to delete the game cards displayed in the battle interface of the first round, so that the number of game cards displayed in the battle interface of the first round is less than the card number threshold.
7. The method according to claim 6, characterized in that The method further comprises: Based on the fact that the number of game cards already owned by the game object is not less than the card number threshold, a first prompt message is displayed on the battle interface of the first round, where the first prompt message is used to indicate that the number of game cards already owned by the game object is not less than the card number threshold, and the game object needs to delete game cards.
8. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: Based on the end of the first round of battle, an intermediate page is displayed, wherein the intermediate page displays the game cards owned by the game object; Based on the fact that the number of game cards already owned by the game object is not less than the card number threshold, a third card deletion control is displayed, and the third card deletion control is used to guide the game object to delete the game cards displayed in the middle page so that the number of game cards displayed in the middle page is less than the card number threshold.
9. The method according to claim 8, characterized in that The method further comprises: Based on the fact that the number of game cards already owned by the game object is not less than the card number threshold, a second prompt message is displayed in the middle page, and the second prompt message is used to indicate that the number of game cards already owned by the game object is not less than the card number threshold, and the game object needs to delete game cards to obtain new game cards.
10. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: Displaying a second round battle preparation interface, wherein the second round battle preparation interface displays game cards owned by the game object; Based on the number of game cards already owned by the game object being no less than the card number threshold, displaying a discard progress bar in the battle preparation interface for the second round, the discard progress bar being used to indicate the remaining time for discarding the game card; Based on the progress of the discard progress bar meeting the progress requirement, the fourth game card in the game cards already owned by the game object is deleted.
11. The method according to claim 10, characterized in that The method further comprises: Based on the fact that the number of game cards already owned by the game object is not less than the card number threshold, a fourth card deletion control is displayed, and the fourth card deletion control is used to guide the game object to delete the game cards displayed in the preparation interface for the second round, so that the number of game cards already owned by the game object is less than the card number threshold.
12. An information display device for a turn-based chess game, characterized in that: The device comprises: A display module, configured to display a battle preparation interface for the first round of a turn-based chess game, wherein the battle preparation interface for the first round displays game cards already owned by the game object; The display module is further configured to display a first card deletion control based on the number of game cards already owned by the game object being not less than a card number threshold, wherein the first card deletion control is configured to guide the game object to delete the game cards displayed in the battle preparation interface for the first round, so that the number of game cards displayed in the battle preparation interface for the first round is less than the card number threshold.
13. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor so that the computer device implements the information display method for a turn-based chess game as described in any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that The computer-readable storage medium stores at least one program code, which is loaded and executed by a processor to enable a computer to implement the information display method for a turn-based chess game according to any one of claims 1 to 11.
15. A computer program product, characterized in that The computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable a computer to implement the information display method for a turn-based chess game according to any one of claims 1 to 11.