Equipment configuration method and device based on virtual chess pieces, equipment, medium and product
By displaying the transfer operation and animation effects of virtual equipment in turn-based chess games, the problem of cumbersome equipment configuration in the existing technology is solved, the flexibility and efficiency of equipment configuration are improved, and the efficiency of human-computer interaction is improved.
Patent Information
- Application Number
- CN202410178231.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-02-08
- Publication Date
- 2025-08-08
AI Technical Summary
In turn-based chess games, the wearable objects that replace virtual equipment in the prior art are cumbersome, with low flexibility and efficiency, and low human-computer interaction efficiency.
A virtual chess piece-based equipment configuration method and device are provided. By displaying the transfer operation of virtual equipment in the chessboard area, the direct transfer of virtual equipment between multiple virtual chess pieces is realized, and the equipment configuration process is displayed through animation effects.
The equipment transfer steps are simplified, the flexibility and efficiency of equipment configuration are improved, and the preparation efficiency and human-computer interaction efficiency of turn-based chess games are improved.
Smart Images

Figure CN120437619A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of animation generation, and in particular to a method, device, apparatus, medium and product for configuring equipment based on virtual chess pieces. Background Art
[0002] In turn-based chess games, players can use virtual chess pieces controlled by their accounts to attack each other and engage in virtual games. When players obtain virtual equipment, they can equip the virtual equipment to designated virtual chess pieces for them to wear.
[0003] In the related art, when the wearer of virtual equipment needs to be changed, the virtual equipment needs to be removed from the virtual chess piece, or recycled with the virtual chess piece, and the virtual equipment needs to be recycled to the virtual resource storage, and then the virtual equipment needs to be re-equipped to other virtual chess pieces.
[0004] However, when replacing the wearer of virtual equipment, the above method is complicated to operate, has poor flexibility, low equipment configuration efficiency, and low human-computer interaction efficiency. Summary of the Invention
[0005] The embodiments of the present application provide a method, apparatus, device, medium, and product for equipment configuration based on virtual chess pieces, which can improve equipment configuration efficiency. The technical solution is as follows.
[0006] In one aspect, a method for configuring equipment based on virtual chess pieces is provided, the method comprising:
[0007] Displaying a game interface for a turn-based chess game, the game interface including a chessboard area and a hand area, the hand area including chess piece cards and equipment cards, the chess piece cards being used to summon virtual chess pieces in the chessboard area, the virtual chess pieces being used to participate in a turn-based virtual battle in the chessboard area, the equipment cards being used to configure virtual equipment for the virtual chess pieces, and the chessboard area including a first virtual chess piece and a second virtual chess piece;
[0008] In response to receiving a configuration operation for using the first equipment card in the hand area on the first virtual chess piece, displaying a first animation effect of consuming the first equipment card to configure the first virtual equipment for the first virtual chess piece;
[0009] In response to receiving a transfer operation to transfer the first virtual equipment to the second virtual chess piece, a second animation effect of transferring the first virtual equipment from the first virtual chess piece to the second virtual chess piece is displayed.
[0010] In another aspect, a device for configuring equipment based on virtual chess pieces is provided, the device comprising:
[0011] a display module for displaying a game interface of a turn-based chess game, wherein the game interface includes a chessboard area and a hand area, wherein the hand area includes chess piece cards and equipment cards, wherein the chess piece cards are used to summon virtual chess pieces in the chessboard area, wherein the virtual chess pieces are used to participate in a turn-based virtual battle in the chessboard area, and wherein the equipment cards are used to configure virtual equipment for the virtual chess pieces, wherein the chessboard area includes a first virtual chess piece and a second virtual chess piece;
[0012] The display module is further configured to, in response to receiving a configuration operation for using the first equipment card in the hand area on the first virtual chess piece, display a first animation effect of consuming the first equipment card to configure the first virtual equipment for the first virtual chess piece;
[0013] The display module is further configured to display a second animation effect of the first virtual equipment being transferred from the first virtual chess piece to the second virtual chess piece in response to receiving a transfer operation to transfer the first virtual equipment to the second virtual chess piece.
[0014] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the equipment configuration method based on virtual chess pieces as described in any of the above-mentioned embodiments of the present application.
[0015] On the other hand, a computer-readable storage medium is provided, wherein the storage medium stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the equipment configuration method based on virtual chess pieces as described in any of the above-mentioned embodiments of the present application.
[0016] In another aspect, a computer program product or computer program is provided. The computer program product or computer program includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the equipment configuration method based on virtual chess pieces described in any of the above embodiments.
[0017] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:
[0018] By responding to receiving a transfer operation to transfer the first virtual equipment to the second virtual chess piece, a second animation effect of the first virtual equipment being transferred from the first virtual chess piece to the second virtual chess piece is displayed, thereby realizing an equipment configuration method for virtual chess pieces in a chessboard area in a turn-based chess game. The method can directly transfer virtual equipment configured on virtual chess pieces between multiple virtual chess pieces in the chessboard area, thereby simplifying the equipment transfer steps, improving the flexibility and efficiency of equipment configuration, and improving the efficiency of equipment transfer, thereby improving the preparation efficiency of the turn-based chess game and improving the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0020] Figure 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;
[0021] Figure 2 This is a flow chart of a game interaction method for a turn-based chess game provided by an exemplary embodiment of the present application;
[0022] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided by an exemplary embodiment of the present application;
[0023] Figure 4 is a card diagram of a chess piece card provided by an exemplary embodiment of the present application;
[0024] Figure 5 is a card diagram of an effect card provided by an exemplary embodiment of the present application;
[0025] Figure 6 is a card diagram of an equipment card provided by an exemplary embodiment of the present application;
[0026] Figure 7 is a card diagram of a chess player card provided by an exemplary embodiment of the present application;
[0027] Figure 8 This is a flow chart of a game interaction method for a turn-based chess game provided by an exemplary embodiment of the present application;
[0028] Figure 9 This is a schematic diagram of a chess player selection interface provided by an exemplary embodiment of the present application;
[0029] Figure 10This is a schematic diagram of a game interface in the preparation stage provided by an exemplary embodiment of the present application;
[0030] Figure 11 This is a schematic diagram of an interface for playing cards in the preparation phase provided by an exemplary embodiment of the present application;
[0031] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an exemplary embodiment of the present application;
[0032] Figure 13 This is a schematic diagram of automatic engagement provided by an exemplary embodiment of the present application;
[0033] Figure 14 This is a schematic diagram of a game interface during a battle phase provided by an exemplary embodiment of the present application;
[0034] Figure 15 This is a schematic diagram of a settlement interface provided by an exemplary embodiment of the present application;
[0035] Figure 16 is a flow chart of a method for configuring equipment based on virtual chess pieces provided by an exemplary embodiment of the present application;
[0036] Figure 17 This is a schematic diagram of a game interface provided by an exemplary embodiment of the present application;
[0037] Figure 18 This is a schematic diagram of a first animation effect provided by an exemplary embodiment of the present application;
[0038] Figure 19 is a schematic diagram of a second animation effect provided by an exemplary embodiment of the present application;
[0039] Figure 20 This is a schematic diagram showing a second animation effect based on a first transfer operation provided by an exemplary embodiment of the present application;
[0040] Figure 21 is a schematic diagram showing a second animation effect based on a second transfer operation provided by an exemplary embodiment of the present application;
[0041] Figure 22 is a flowchart of a second animation effect display method provided by an exemplary embodiment of the present application;
[0042] Figure 23 This is a schematic diagram of a third animation effect provided by an exemplary embodiment of the present application;
[0043] Figure 24 This is a schematic diagram of a third animation effect provided by an exemplary embodiment of the present application;
[0044] Figure 25 is a flowchart of a first animation effect display method provided by an exemplary embodiment of the present application;
[0045] Figure 26 is a flow chart of a virtual equipment recycling method provided by an exemplary embodiment of the present application;
[0046] Figure 27 This is a schematic diagram of equipment recovery provided by an exemplary embodiment of the present application;
[0047] Figure 28 This is a schematic diagram of a flow chart of equipment configuration based on virtual chess pieces provided by an exemplary embodiment of the present application;
[0048] Figure 29 This is a structural block diagram of an equipment configuration device based on virtual chess pieces provided by an exemplary embodiment of the present application;
[0049] Figure 30 It is a structural block diagram of a terminal provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0050] 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.
[0051] It should be understood that although the terms first, second, etc. may be used in this disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter without departing from the scope of this disclosure. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".
[0052] First, the nouns involved in the embodiments of this application are introduced:
[0053] 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.
[0054] 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).
[0055] 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.
[0056] 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.
[0057] 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.
[0058] Cards: A common term for a game genre, originating from tabletop games. Unlike chess, where players manipulate chess pieces directly, cards represent game content on cards. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting hero resources into card resources, making it easier for players to understand and categorize card effects, and to carry more diverse information.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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 .
[0063] 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.
[0064] 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.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] 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.
[0069] 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.
[0070] 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.
[0071] 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.
[0072] 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.
[0073] 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.
[0074] The method includes:
[0075] Step 220: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area, wherein the hand area displays at least one card;
[0076] The game interface is where two players in a turn-based chess game play against each other. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player.
[0077] Combined with reference Figure 3 The game interface includes a chessboard area 10 and a hand area 11.
[0078] 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.
[0079] The hand area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.
[0080] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, and the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. When the upper limit is exceeded, the excess cards are discarded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.
[0081] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.
[0082] 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;
[0083] 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.
[0084] 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.
[0085] 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.
[0086] Preparation operations include: 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, upgrading one's own chess pieces' equipment, and increasing at least one of the following effects:
[0087] 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.
[0088] 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.
[0089] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.
[0090] 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.
[0091] 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.
[0092] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.
[0093] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0094] Classification of card types:
[0095] 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.
[0096] Chess Cards:
[0097] 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 of the chess piece after the card is played 25, and a description of the additional effects of the chess piece 26.
[0098] 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.
[0099] 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.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] 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.
[0104] Effect Cards:
[0105] Effect cards are cards used to apply effects to at least one game factor in the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, hand card acquisition processes, etc. Figure 5 A schematic diagram of an effect card is shown. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, an energy value 33 consumed when the card is played, and an effect description 34 of the effect card.
[0106] 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.
[0107] 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.
[0108] 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:
[0109] 1. Increase the probability and / or quantity of chess cards obtained by your players;
[0110] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;
[0111] 3. Reduce the energy consumed by your players when acquiring chess cards;
[0112] 4. Increase the number of chess cards that your players can exchange for;
[0113] 5. Reduce the energy consumed by your players when exchanging chess cards;
[0114] 6. Improve the level of at least one chess piece on the field;
[0115] 7. Add equipment to at least one chess piece on the field;
[0116] 8. Upgrade the equipment level of at least one chess piece on the field;
[0117] 9. Reduce energy consumption when playing / changing cards;
[0118] 10. Increase the probability of obtaining certain cards;
[0119] 11. Increase the number of cards that can be obtained;
[0120] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.
[0121] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.
[0122] 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.
[0123] 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.
[0124] Equipment Cards:
[0125] 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.
[0126] 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.
[0127] 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.
[0128] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.
[0129] Chess player cards:
[0130] 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.
[0131] 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.
[0132] The card icon 51 may be an icon used to represent the effect of the card. Figure 7The player card name 52 is the name of the player card or the name of the effect.
[0133] 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.
[0134] The effect description 54 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same as or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect range of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, or affect the acquisition process of the hand cards in any form. The effect of the player card can be designed to affect any process or detail in the game, and the embodiments of the present application are not limited to this.
[0135] Based on the introduction of the above four types of cards:
[0136] 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.
[0137] 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.
[0138] 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.
[0139] How to obtain cards:
[0140] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:
[0141] 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.
[0142] 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.
[0143] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.
[0144] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.
[0145] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.
[0146] 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.
[0147] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.
[0148] Obtaining condition 8: Purchase card operation.
[0149] 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.
[0150] 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.
[0151] Figure 8A 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:
[0152] Player selection phase:
[0153] 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;
[0154] 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.
[0155] 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.
[0156] For example, Figure 9 As shown, before starting a game, a player selection interface is displayed. This interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 61 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner. The virtual players selected by the other player objects are displayed in a normal sitting position, at normal size, and distributed on both sides.
[0157] 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.
[0158] 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.
[0159] 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.
[0160] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.
[0161] Preparation phase for each round:
[0162] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area;
[0163] Combined with reference Figure 10 The board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The hand area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the hand area 11 is 0.
[0164] Optionally, attribute information for the n player objects participating in the current game is displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. Player skill buttons 64 are displayed in the lower left corner of the game interface. A card swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The card swap button 14 is used to replace one or more cards in the hand area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.
[0165] 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.
[0166] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own chess piece;
[0167] 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:
[0168] 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;
[0169] 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;
[0170] 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;
[0171] 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.
[0172] Since the battle situation in each round of turn-based battle is different, each player object has different cards in hand, and each player object has different card-playing habits, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.
[0173] Regarding step 362 (chess card):
[0174] In some embodiments, the cards in the hand area include a first chess piece card. In response to a play operation on the first chess piece card, a first local chess piece is added to the board area. The first local chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first local chess piece is a chess piece that has not been summoned to the board area.
[0175] 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.
[0176] 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.
[0177] 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.
[0178] The first chess card is Figure 10 Take the 4th card in as an example, combined with reference Figure 11In response to a drag operation on the first chess piece card, a first own chess piece 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.
[0179] based on Figure 11 It can be seen that this interaction method cancels the chess piece preparation area, and the hand card area takes into account both the chess piece acquisition and preparation functions, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.
[0180] In some embodiments, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already exists in the chessboard area, the chess piece level of the second local chess piece is upgraded in the chessboard area, where the second local chess piece is the chess piece corresponding to the second chess piece card.
[0181] 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.
[0182] Regarding step 364 (equip the card):
[0183] In some embodiments, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow.
[0184] In response to a dragging operation of dragging the second indicator element to the second own chess piece, dressing the second own chess piece with virtual equipment;
[0185] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.
[0186] Regarding step 366 (effect card):
[0187] In some embodiments, the cards in the hand area include effect cards. In response to a play operation on the effect card, an effect is added to at least one of the own chess pieces, and / or an effect is added to the card acquisition process.
[0188] According to the objects of action, effect cards are divided into two categories:
[0189] Type 1: Increases the effect on the own chess pieces within the chessboard area;
[0190] Type 2: Adds effects to the card acquisition process.
[0191] 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.
[0192] 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.
[0193] Regarding step 368 (player card):
[0194] In response to the play operation on the player's card, at least one of the following preparation operations is performed:
[0195] 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.
[0196] 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.
[0197] 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.
[0198] Card swap function:
[0199] During the preparation phase, your player can also swap one or more cards from their hand. Clicking the swap button allows you to swap one or more cards, which consumes energy. For example, you can only swap cards once per round, but you can swap multiple cards at once. Each card swap costs 1 energy.
[0200] Delete card function:
[0201] 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.
[0202] Player level upgrade function:
[0203] 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.
[0204] 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.
[0205] The battle phase of each round:
[0206] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;
[0207] 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.
[0208] 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.
[0209] Battle settlement phase:
[0210] 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.
[0211] 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.
[0212] When the health value is deducted to zero, the player is eliminated from the game.
[0213] 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.
[0214] In some embodiments, the damage settlement is determined 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.
[0215] 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.
[0216] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.
[0217] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0218] 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.
[0219] 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.
[0220] Combined with the above overall introduction to turn-based chess games, Figure 16 This is a flowchart of a method for configuring equipment based on virtual chess pieces provided by an exemplary embodiment of the present application. The method can be executed by a terminal, a server, or both. The embodiment of the present application applies the method to Figure 1 The first terminal shown in FIG is used as an example for explanation. Figure 16 As shown, the method includes the following steps:
[0221] Step 1610: Display the game interface of the turn-based chess game.
[0222] Among them, the game interface includes a chessboard area and a hand area. The hand area includes chess piece cards and equipment cards. The chess piece cards are used to summon virtual chess pieces in the chessboard area. The virtual chess pieces are used to participate in turn-based virtual battles in the chessboard area. The equipment cards are used to configure virtual equipment for the virtual chess pieces. The chessboard area includes a first virtual chess piece and a second virtual chess piece.
[0223] The above-mentioned virtual battle includes our camp and the enemy camp, wherein the hand area is used to display the cards held by our camp in the current round, and the card types include but are not limited to chess cards, equipment cards, effect cards and player cards. The chessboard area is used to display the virtual chess pieces of our camp and / or the enemy camp respectively used to participate in the turn-based virtual battle. The virtual battle includes at least one enemy camp.
[0224] Optionally, the card includes card information such as card type, card name, card function, and card consumption value, wherein the card consumption value is used to indicate the virtual resources required to play the card. The virtual resources can be any resources provided in a turn-based chess game for playing cards, such as energy, gold coins, diamonds and other virtual resources in the game. The embodiment of the present application takes energy as an example for illustration.
[0225] Taking chess piece cards as an example, chess piece cards include chess piece card type identification, chess piece name, chess piece combat power information, chess piece consumption value and other chess piece card information; taking equipment cards as an example, equipment cards include equipment card type identification, equipment name, equipment function, equipment consumption value and other equipment card information.
[0226] Based on the different game stages of turn-based chess games, the chessboard area in the game interface can display the virtual chess pieces participating in the battle of different camps. For example, in the preparation stage, only the virtual chess pieces summoned by our side are displayed in the chessboard area. By switching the camp perspective, you can watch the virtual chess pieces summoned to the chessboard area by the enemy camp in the preparation stage. In the battle stage, the virtual chess pieces summoned by multiple camps participating in the game are displayed in the chessboard area.
[0227] Optionally, the cards in the hand area can be obtained at any game stage of the turn-based chess game, wherein the cards obtained in the preparation stage of each round can be used at the beginning of the current round, the cards obtained in the battle stage of each round can be used at the beginning of the next round, and the cards obtained in the battle settlement stage can be used at the beginning of the next game.
[0228] The first virtual chess piece and the second virtual chess piece in the above-mentioned chessboard area are our chess pieces. Before step 1610, the summoning process of our chess pieces is included. Taking the first virtual chess piece and the second virtual chess piece as an example, before step 1610, the hand area includes a first chess piece card and a second chess piece card. The first chess piece card is used to summon the first virtual chess piece to the chessboard area in the preparation stage, and the second chess piece card is used to summon the second virtual chess piece to the chessboard area in the preparation stage. In response to receiving the card-playing operation on the first chess piece card and the second chess piece card, the first virtual chess piece and the second virtual chess piece are displayed in the chessboard area.
[0229] The playing operation is used to trigger the execution of a battle preparation operation related to the party. 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 to the chessboard 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 certain chess square in the chessboard area. The embodiment of the present application does not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing can also be provided, in which the playing object of the party is replaced by the party player object in certain rounds, such as the intelligent recommendation of playing by the client in the first few rounds for novice players.
[0230] For illustration, please refer to Figure 17 , Figure 17 This is a schematic diagram of a game interface provided by an exemplary embodiment of the present application. Figure 17As shown, the game interface 1700 includes a chessboard area 1710 and a hand area 1720. The chessboard area 1710 includes a first virtual chess piece 1711 and a second virtual chess piece 1712. The first virtual chess piece 1711 and the second virtual chess piece 1712 are virtual chess pieces summoned by our side in the chessboard area 1710 based on chess piece cards. The hand area includes a first equipment card 1721. The first equipment card 1721 is used to configure the first virtual equipment for the virtual chess piece in the chessboard area.
[0231] Step 1620: In response to receiving a configuration operation to use the first equipment card in the hand area for the first virtual chess piece, display a first animation effect of consuming the first equipment card to configure the first virtual equipment for the first virtual chess piece.
[0232] The above configuration operation is based on the first virtual chess piece's card-playing operation on the first equipment card. The card-playing operation is used to trigger the execution of preparation operations related to the side. The card-playing operation refers to the operation of playing one or more cards held.
[0233] Schematically, taking the drag operation as an example, the first equipment card selected from the hand area is dragged to the chess square where the first virtual chess piece is located, thereby implementing the configuration operation of using the first equipment card in the hand area for the first virtual chess piece.
[0234] In some embodiments, configuring virtual equipment for a virtual chess piece may involve having the virtual equipment worn by the virtual chess piece, and then displaying the virtual equipment's wearing effect on the virtual chess piece after the virtual equipment is configured. Alternatively, the virtual equipment may simply be assigned to the virtual chess piece, without the virtual chess piece actually wearing the virtual equipment during the display process. Regardless of whether the wearing effect is actually displayed, as long as the virtual chess piece is configured with the virtual equipment, the effect of the virtual equipment can be achieved, and this is not limited in the present embodiments.
[0235] 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.
[0236] Prepare for battle operations are operations related to preparing for battle in the current round.
[0237] Preparation operations include: 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, increasing the buff effect of one's own chess pieces, upgrading the chess player level, and upgrading the number of chess pieces that can be put on the field.
[0238] 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.
[0239] 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.
[0240] Cards in the hand area are consumed when they are played. Taking equipment cards as an example, the virtual equipment currently configured on the virtual chess piece can be recycled as the corresponding equipment card by recycling the virtual chess piece in the chessboard area.
[0241] When playing a card in the hand area, corresponding virtual resources need to be consumed. Taking the equipment card as an example, in response to receiving a configuration operation to use the first equipment card in the hand area for the first virtual chess piece, the virtual resources required to play the first equipment card are deducted, and the first animation effect of consuming the first equipment card to configure the first virtual equipment for the first virtual chess piece is displayed.
[0242] In some embodiments, the playing status of the equipment card is determined based on the number of virtual resources held and the number of virtual equipment configured for the virtual chess piece, wherein the playing status includes a successful card play and a failed card play. When the card is played successfully, the corresponding virtual equipment is configured for the virtual chess piece based on the equipment card. When the card fails to be played, the equipment card returns to the hand area.
[0243] Specifically, when the number of virtual resources held is greater than the number of virtual resources consumed to equip the card, and the number of virtual equipment configured on the virtual chess piece is less than the configuration quantity threshold corresponding to the virtual chess piece, the card is played successfully.
[0244] Optionally, step 1620 includes the following three situations:
[0245] The first method is to determine the holding quantity and first consumption quantity of virtual resources in response to receiving a configuration operation of using a first equipment card in a hand area on a first virtual chess piece, the virtual resources are used to play the first equipment card, and the first consumption quantity is used to indicate the quantity of virtual resources required to play the first equipment card; in response to the holding quantity reaching the first consumption quantity, determine the quantity of virtual equipment configured for the first virtual chess piece; in response to the quantity of virtual equipment configured for the first virtual chess piece being less than a configuration quantity threshold corresponding to the first virtual chess piece, consume the virtual resources corresponding to the first consumption quantity to trigger the display of a first animation effect.
[0246] The second method is to determine the holding quantity and the first consumption quantity of the virtual resource in response to receiving a configuration operation to use the first equipment card in the hand area on the first virtual chess piece; in response to the holding quantity being less than the first consumption quantity, cancel the use of the first equipment card and display a configuration failure prompt.
[0247] The third method is to determine the holding quantity and the first consumption quantity of the virtual resource in response to receiving a configuration operation of using the first equipment card in the hand area on the first virtual chess piece; determine the quantity of virtual equipment configured for the first virtual chess piece in response to the holding quantity reaching the first consumption quantity; and cancel the use of the first equipment card and display a configuration failure prompt in response to the quantity of virtual equipment configured for the first virtual chess piece reaching the configuration quantity threshold corresponding to the first virtual chess piece.
[0248] For illustration, please refer to Figure 18 , Figure 18 This is a schematic diagram of a first animation effect provided by an exemplary embodiment of the present application. Figure 18 As shown, the game interface 1800 of the turn-based chess game includes a chessboard area 1810 and a hand area 1820. In response to receiving a configuration operation to use the first equipment card 1802 in the hand area 1820 for the first virtual chess piece 1801, a first animation effect of consuming the first equipment card 1802 to configure the first virtual equipment 1803 for the first virtual chess piece 1801 is displayed.
[0249] Step 1630: In response to receiving the transfer operation to transfer the first virtual equipment to the second virtual chess piece, display a second animation effect of the first virtual equipment transferring from the first virtual chess piece to the second virtual chess piece.
[0250] The transfer operation is used to transfer virtual equipment configured by virtual chess pieces between our chess pieces. The transfer operation refers to the operation of transferring one or more virtual equipment configured by virtual chess pieces to other virtual chess pieces. Schematically, the transfer operation is the operation of dragging the selected equipment to the chess grid where other chess pieces are located. Alternatively, the transfer operation includes a first click operation and a second click operation, the first click operation is the operation of clicking to select the equipment, and the second click operation is the operation of clicking on a chess piece in the chessboard area. The embodiment of the present application does not limit the specific form of the transfer operation. In some embodiments, a function of intelligent recommendation transfer can also be provided, which replaces the transfer of equipment of the player object on our side in certain rounds, such as the client intelligently recommending equipment transfer plans in the first few rounds of games for novice players.
[0251] Optionally, the transfer operation can be used to transfer a single virtual device, or to transfer multiple virtual devices in batches.
[0252] Taking the example of a first transfer operation being used to select a first virtual equipment from a plurality of virtual equipment and transfer it to a second virtual chess piece when the first virtual chess piece is configured with a plurality of virtual equipment, step 1630 can be implemented as, in response to receiving the first transfer operation, displaying a second animation effect of the first virtual equipment transferring from the first virtual chess piece to the second virtual chess piece.
[0253] Taking the example of the second transfer operation being used to batch transfer multiple virtual equipment configured on the first virtual chess piece to the second virtual chess piece when the first virtual chess piece is configured with multiple virtual equipment, step 1630 can be implemented as, in response to receiving the second transfer operation, displaying a second animation effect of the first virtual equipment accompanied by at least one third virtual equipment transferring from the first virtual chess piece to the second virtual chess piece, wherein the multiple virtual equipment configured on the first virtual chess piece include the first virtual equipment and the at least one third virtual equipment.
[0254] Optionally, the second animation effect may include a one-way transfer animation of virtual equipment from a first virtual chess piece to a second virtual chess piece, or a two-way transfer animation of virtual equipment between the first virtual chess piece and the second virtual chess piece. The one-way transfer animation refers to an animation effect in which only virtual equipment configured with the first virtual chess piece transfers from the first virtual chess piece to the second virtual chess piece, while the two-way transfer animation refers to an animation effect in which at least one virtual equipment configured with the second virtual chess piece transfers from the second virtual chess piece to the first virtual chess piece, along with the virtual equipment configured with the first virtual chess piece transferring from the first virtual chess piece to the second virtual chess piece.
[0255] In some embodiments, in response to receiving a transfer operation to transfer the first virtual equipment to the second virtual chess piece, determining the first equipment quantity, the first equipment quantity is the sum of the number of virtual equipment configured by the second virtual chess piece and the number of the first virtual equipment; and displaying the second animation effect based on the first equipment quantity.
[0256] Specifically, displaying the second animation effect based on the first equipment quantity includes: displaying a third animation effect in response to the first equipment quantity being less than or equal to a configuration quantity threshold corresponding to the second virtual chess piece; and displaying a fourth animation effect in response to the first equipment quantity being greater than the configuration quantity threshold corresponding to the second virtual chess piece. The third animation effect includes an animation effect of the first virtual equipment being transferred to the second virtual chess piece, and the fourth animation effect includes an animation effect of the first virtual equipment being transferred to the second virtual chess piece, and a fourth virtual equipment being transferred to the first virtual chess piece, where the fourth virtual equipment is the virtual equipment configured by the second virtual chess piece within a historical time period.
[0257] Taking the example of a situation where the number of first equipment is greater than the configuration number threshold corresponding to the second virtual chess piece, it is necessary to determine a fourth virtual equipment to be transferred to the first virtual chess piece from the multiple virtual equipment configured for the second virtual chess piece. Specifically, the fourth virtual equipment that meets the equipment transfer requirements is determined from the multiple virtual equipment configured for the second virtual chess piece.
[0258] Among them, multiple virtual equipment configured by the second virtual chess piece correspond to configuration timestamps, and the equipment transfer requirements include at least one of the following: the configuration time indicated by the configuration timestamp corresponding to the fourth virtual equipment is within the historical time period, or the configuration time indicated by the configuration timestamp corresponding to the fourth virtual equipment is earlier than the configuration time of other virtual equipment, or the configuration time indicated by the configuration timestamp corresponding to the fourth virtual equipment is later than the configuration time of other virtual equipment.
[0259] Indicative, such as Figure 19 As shown, Figure 19 This is a schematic diagram of a second animation effect provided by an exemplary embodiment of the present application. Figure 19 As shown, the game interface 1900 of the turn-based chess game includes a chessboard area 1910 and a hand area 1920. The chessboard area 1910 includes a second virtual chess piece 1902 and a first virtual chess piece 1901 equipped with a first virtual equipment 1910. In response to receiving a transfer operation to transfer the first virtual equipment 1910 to the second virtual chess piece 1902, a second animation effect of the first virtual equipment 1910 being transferred from the first virtual chess piece 1901 to the second virtual chess piece 1902 is displayed.
[0260] To sum up, the method provided in the embodiment of the present application realizes an equipment configuration method for virtual chess pieces in a chessboard area in a turn-based chess game by displaying a second animation effect of transferring the first virtual equipment from the first virtual chess piece to the second virtual chess piece in response to receiving a transfer operation to transfer the first virtual equipment to the second virtual chess piece. The method can directly transfer virtual equipment configured in the virtual chess pieces between multiple virtual chess pieces in the chessboard area, simplifying the equipment transfer steps, improving the flexibility and efficiency of equipment configuration, and improving the efficiency of equipment transfer, thereby improving the preparation efficiency of turn-based chess games and improving the efficiency of human-computer interaction.
[0261] Optionally, taking the transfer operation including the first transfer operation or the second transfer operation as an example, the above step 1630 includes the following two cases:
[0262] First, in response to receiving the first transfer operation, a second animation effect of transferring the first virtual equipment from the first virtual chess piece to the second virtual chess piece is displayed.
[0263] The first transfer operation is used to select a first virtual equipment from the plurality of virtual equipment and transfer it to the second virtual chess piece when the first virtual chess piece is configured with a plurality of virtual equipment.
[0264] Optionally, the first transfer operation may be a drag operation or a click operation on the first virtual chess piece. The embodiment of the present application does not limit the form of the first transfer operation.
[0265] In some embodiments, when our player object selects the first virtual chess piece, the equipment configuration identifier corresponding to the first virtual chess piece is displayed. Optionally, the equipment configuration identifier includes equipment configuration identifiers corresponding to multiple virtual equipment configured with the first virtual chess piece, as well as batch equipment configuration identifiers.
[0266] The equipment configuration identifiers corresponding to the multiple virtual equipment configured by the first virtual chess piece are used to receive independent configuration operations on the specified virtual equipment, and the batch equipment configuration identifiers are used to receive unified configuration operations on multiple virtual equipment.
[0267] The above-mentioned independent configuration operation is used to transfer, recycle, cancel the configuration, etc. of the specified virtual equipment among the multiple virtual equipment configured for the first virtual chess piece; the above-mentioned unified configuration operation is used to transfer, recycle, cancel the configuration, etc. of the multiple virtual equipment configured for the first virtual chess piece in batches.
[0268] Optionally, the independent configuration operation is implemented as a first transfer operation.
[0269] For illustration, please refer to Figure 20 , Figure 20 : is a schematic diagram showing a second animation effect based on a first transfer operation provided by an exemplary embodiment of the present application. Figure 20 As shown, the game interface 2000 includes a chessboard area 2010 and a hand area 2020, the chessboard area 2010 includes a first virtual chess piece 2011 and a second virtual chess piece 2012, the first virtual chess piece 2011 is configured with equipment A, equipment B and equipment C, in response to selecting the first virtual chess piece 2011, four equipment configuration identifiers corresponding to the first virtual chess piece 2011 are displayed, wherein the equipment configuration identifier 2001 is used to receive an independent transfer operation for equipment A, the equipment configuration identifier 2002 is used to receive an independent transfer operation for equipment B, the equipment configuration identifier 2003 is used to receive an independent transfer operation for equipment C, and the equipment configuration identifier 2004 is a batch equipment configuration identifier, which is used to receive a batch transfer operation for equipment A, equipment B and equipment C; in response to receiving the first transfer operation for the equipment configuration identifier 2003, a second animation effect of equipment C being transferred from the first virtual chess piece 2011 to the second virtual chess piece 2012 is displayed.
[0270] Second, in response to receiving the second transfer operation, a second animation effect of transferring the first virtual equipment from the first virtual chess piece to the second virtual chess piece along with at least one third virtual equipment is displayed.
[0271] The second transfer operation is used to transfer the multiple virtual equipment configured by the first virtual chess piece to the second virtual chess piece in batches when the first virtual chess piece is configured with multiple virtual equipment, and the multiple virtual equipment configured by the first virtual chess piece includes the first virtual equipment and at least one third virtual equipment.
[0272] In some embodiments, when our player object selects the first virtual chess piece, the equipment configuration identifier corresponding to the first virtual chess piece is displayed. Optionally, the equipment configuration identifier includes equipment configuration identifiers corresponding to multiple virtual equipment configured with the first virtual chess piece, as well as batch equipment configuration identifiers.
[0273] The equipment configuration identifiers corresponding to the multiple virtual equipment configured by the first virtual chess piece are used to receive independent configuration operations on the specified virtual equipment, and the batch equipment configuration identifiers are used to receive unified configuration operations on multiple virtual equipment.
[0274] The above-mentioned independent configuration operation is used to transfer, recycle, cancel the configuration, etc. of the specified virtual equipment among the multiple virtual equipment configured for the first virtual chess piece; the above-mentioned unified configuration operation is used to transfer, recycle, cancel the configuration, etc. of the multiple virtual equipment configured for the first virtual chess piece in batches.
[0275] Optionally, the second transfer operation can be implemented as a unified configuration operation based on a batch equipment configuration identifier, or as a batch transfer operation for the first virtual equipment (such as a long press operation, etc.). The embodiment of the present application does not limit the form of the second transfer operation.
[0276] Taking the second transfer operation as long pressing the first virtual equipment as an example, at least one third virtual equipment is determined according to the duration of the long pressing operation.
[0277] Optionally, the third virtual equipment may be determined based on at least one piece of equipment data, such as the equipment level of the virtual equipment, the configuration time, and the matching degree with the second virtual chess piece.
[0278] For example, a first virtual chess piece is configured with equipment A, equipment B, equipment C, and equipment D, where equipment A is the first virtual equipment, and equipment B, equipment C, and equipment D are candidate transfer equipment. In response to a long press operation on equipment A lasting for 2 to 5 seconds, a third virtual equipment is determined from the three candidate transfer equipments, where equipment B, which is configured the earliest, is determined as the third virtual equipment, and a second animation effect of equipment A accompanying equipment B from the first virtual chess piece to the second virtual chess piece is displayed; in response to the long press operation lasting for 2 to 5 seconds, a third virtual equipment is determined from the three candidate transfer equipments. When the duration is within the range of 5 to 8 seconds, two third virtual equipment are determined from the above three candidate transfer equipment, among which equipment B and equipment C with the earliest configuration time are determined as the third virtual equipment, and the second animation effect of equipment A accompanying equipment B and equipment C from the first virtual chess piece to the second virtual chess piece is displayed; in response to the duration of the long press operation exceeding 8 seconds, the above three candidate transfer equipment are jointly determined as the third virtual equipment, and the second animation effect of equipment A accompanying equipment B, equipment C and equipment D from the first virtual chess piece to the second virtual chess piece is displayed.
[0279] For illustration, please refer to Figure 21 , Figure 21 : is a schematic diagram showing a second animation effect based on a second transfer operation provided by an exemplary embodiment of the present application. Figure 21 As shown, the game interface 2100 includes a chessboard area 2110 and a hand area 2120, the chessboard area 2110 includes a first virtual chess piece 2111 and a second virtual chess piece 2112, the first virtual chess piece 2111 is configured with equipment A, equipment B and equipment C, in response to selecting the first virtual chess piece 2111, four equipment configuration identifiers corresponding to the first virtual chess piece 2111 are displayed, wherein the equipment configuration identifier 2101 is used to receive an independent transfer operation for equipment A, the equipment configuration identifier 2102 is used to receive an independent transfer operation for equipment B, the equipment configuration identifier 2103 is used to receive an independent transfer operation for equipment C, and the equipment configuration identifier 2104 is a batch equipment configuration identifier, and the equipment configuration identifier 2104 is used to receive a batch transfer operation for equipment A, equipment B and equipment C; in response to receiving a second transfer operation for the equipment configuration identifier 2104, a second animation effect of equipment A, equipment B and equipment C being transferred from the first virtual chess piece 2111 to the second virtual chess piece 2112 is displayed.
[0280] Combining the above two situations, please refer to Figure 22 , which shows a flowchart of a second animation effect display method provided by an exemplary embodiment of the present application. The method can be executed by a terminal, or by a server, or by both the terminal and the server. The embodiment of the present application applies the method to Figure 1 The first terminal shown in FIG is used as an example for explanation. Figure 22 As shown, the above step 1630 includes the following steps 1631 to 1632. In this method, the equipment transfer scheme based on the transfer operation can be any one of the above two situations.
[0281] Step 1631: In response to receiving a transfer operation to transfer a first virtual equipment to a second virtual chess piece, determine the first equipment quantity.
[0282] The first equipment quantity is the sum of the number of virtual equipment configured in the second virtual chess piece and the number of the first virtual equipment.
[0283] Optionally, the transfer operation can be a drag operation, or it can include a first click operation and a second click operation, wherein the drag operation is used to drag the first virtual equipment to the chess square where the second virtual chess piece is located, the first click operation is used to select the first virtual equipment, and the second click operation is used to select the second virtual chess piece.
[0284] Step 1632: Display a second animation effect based on the first equipment quantity.
[0285] In some embodiments, when the second virtual chess piece is equipped with the first virtual equipment, the second animation effect further includes an upgrade animation of the first virtual equipment.
[0286] Schematically, the first virtual chess piece is configured with level 1 equipment A and level 2 equipment B, and the second virtual chess piece is configured with level 1 equipment A and level 3 equipment C. In response to transferring the level 1 equipment A configured on the first virtual chess piece to the second virtual chess piece, the level 1 equipment A configured on the second virtual chess piece is upgraded to level 2 equipment A.
[0287] Optionally, step 1632 includes the following two situations:
[0288] The first method is to display a third animation effect in response to the number of first equipment being less than or equal to a threshold number of configurations corresponding to the second virtual chess piece, wherein the third animation effect includes an animation effect of the first virtual equipment being transferred to the second virtual chess piece.
[0289] The third animation effect is a one-way transfer animation of the first virtual equipment, that is, it only includes the animation effect of the first virtual equipment transferring from the first virtual chess piece to the second virtual chess piece.
[0290] For illustration, please refer to Figure 23 , Figure 23 This is a schematic diagram of a third animation effect provided by an exemplary embodiment of the present application. Figure 23 As shown, the game interface 2300 includes a chessboard area 2310 and a hand area 2320. In response to receiving a transfer operation to transfer the first virtual equipment 2301 to the second virtual chess piece 2312, the number of first equipment is determined to be 3. In response to the number of first equipment being less than or equal to the configuration number threshold 3 corresponding to the second virtual chess piece 2312, a third animation effect of the first virtual equipment 2301 being transferred unidirectionally from the first virtual chess piece 2311 to the second virtual chess piece 2312 is displayed.
[0291] The second method is to display a fourth animation effect in response to the number of first equipment being greater than a threshold number of configurations corresponding to the second virtual chess piece. The fourth animation effect includes animation effects of the first virtual equipment being transferred to the second virtual chess piece, and the fourth virtual equipment being transferred to the first virtual chess piece, where the fourth virtual equipment is the virtual equipment configured by the second virtual chess piece within a historical time period.
[0292] The fourth animation effect is a two-way transfer animation of the virtual equipment between the first virtual chess piece and the second virtual chess piece, that is, it includes both the animation effect of the virtual equipment transferring from the first virtual chess piece to the second virtual chess piece and the animation effect of the virtual equipment transferring from the second virtual chess piece to the first virtual chess piece.
[0293] For illustration, please refer to Figure 24 , Figure 24 This is a schematic diagram of a third animation effect provided by an exemplary embodiment of the present application. Figure 24 As shown, the game interface 2400 includes a chessboard area 2410 and a hand area 2420. In response to receiving a transfer operation to transfer the first virtual equipment 2401 to the second virtual chess piece 2412, the number of first equipment is determined to be 4. In response to the number of first equipment being greater than the configuration number threshold 3 corresponding to the second virtual chess piece 2412, a fourth animation effect of the first virtual equipment 2401 being transferred from the first virtual chess piece 2411 to the second virtual chess piece 2412 and the fourth virtual equipment 2402 being transferred from the second virtual chess piece 2412 to the first virtual chess piece 2411 is displayed.
[0294] Taking the display of the fourth animation effect as an example, step 1632 includes the following steps:
[0295] first step In response to the first equipment quantity being greater than a configuration quantity threshold corresponding to the second virtual chess piece, a fourth virtual equipment meeting the equipment transfer requirement is determined from the plurality of virtual equipment configured by the second virtual chess piece.
[0296] Among them, multiple virtual equipment configured by the second virtual chess piece correspond to configuration timestamps, and the equipment transfer requirements include at least one of the following: the configuration time indicated by the configuration timestamp corresponding to the fourth virtual equipment is within the historical time period, or the configuration time indicated by the configuration timestamp corresponding to the fourth virtual equipment is earlier than the configuration time of other virtual equipment, or the configuration time indicated by the configuration timestamp corresponding to the fourth virtual equipment is later than the configuration time of other virtual equipment.
[0297] The above historical time period is a time period preset by the game or a time period specified by the user.
[0298] Optionally, the configuration quantity threshold corresponding to the second virtual chess piece may be the same as or different from that of the first virtual chess piece.
[0299] Taking the different configuration quantity thresholds corresponding to different virtual chess pieces as an example, the configuration quantity threshold corresponding to the virtual chess piece with a higher chess piece level is larger, or the configuration quantity threshold corresponding to the virtual chess piece in the camp with a higher chess player level is larger.
[0300] Step 2 , displaying a fourth animation effect based on the fourth virtual equipment.
[0301] The fourth animation effect is a two-way transfer animation of the virtual equipment between the first virtual chess piece and the second virtual chess piece, that is, it includes both the animation effect of the virtual equipment transferring from the first virtual chess piece to the second virtual chess piece and the animation effect of the virtual equipment transferring from the second virtual chess piece to the first virtual chess piece.
[0302] A fourth animation effect is displayed based on the fourth virtual equipment, including an animation effect of the first virtual equipment transferring from the first virtual chess piece to the second virtual chess piece, and an animation effect of the fourth virtual equipment transferring from the second virtual chess piece to the first virtual chess piece.
[0303] In summary, the method provided in the embodiment of the present application realizes the independent transfer scheme and the batch transfer scheme of virtual equipment through two transfer operations. Improved flexibility of equipment transfer operations .
[0304] The method provided in the embodiment of the present application provides a one-way equipment transfer animation display solution and a two-way equipment transfer animation display solution by displaying a second animation effect based on the first equipment quantity. Improved the automation and flexibility of equipment transfer sex .
[0305] Please refer to Figure 25 , which shows a flowchart of a first animation effect display method provided by an exemplary embodiment of the present application. The method can be executed by a terminal, or by a server, or by both the terminal and the server. The embodiment of the present application applies the method to Figure 1 The first terminal shown in FIG is used as an example for explanation. Figure 25 As shown, the above step 1620 includes the following steps:
[0306] Step 1621: In response to receiving a placement operation to use a first equipment card in a hand area on a first virtual chess piece, determining a held quantity and a first consumed quantity of a virtual resource.
[0307] The virtual resources are used to play the first equipment card, and the first consumption quantity is used to indicate the quantity of virtual resources required to play the first equipment card.
[0308] Optionally, the virtual resources may be any resources provided in a turn-based chess game for playing cards, such as energy, gold coins, diamonds and other virtual resources in the game. The embodiment of the present application takes energy as an example for illustration.
[0309] The above configuration operation is based on the first virtual chess piece's card-playing operation on the first equipment card. The card-playing operation is used to trigger the execution of preparation operations related to the side. The card-playing operation refers to the operation of playing one or more cards held.
[0310] Schematically, taking the drag operation as an example, the first equipment card selected from the hand area is dragged to the chess square where the first virtual chess piece is located, thereby implementing the configuration operation of using the first equipment card in the hand area for the first virtual chess piece.
[0311] In some embodiments, configuring virtual equipment for a virtual chess piece may involve having the virtual equipment worn by the virtual chess piece, and then displaying the virtual equipment's wearing effect on the virtual chess piece after the virtual equipment is configured. Alternatively, the virtual equipment may simply be assigned to the virtual chess piece, without the virtual chess piece actually wearing the virtual equipment during the display process. Regardless of whether the wearing effect is actually displayed, as long as the virtual chess piece is configured with the virtual equipment, the effect of the virtual equipment can be achieved, and this is not limited in the present embodiments.
[0312] In some embodiments, a smart configuration recommendation function may also be provided, where the player object plays cards on behalf of the player in certain rounds. For example, the client may intelligently recommend equipment configuration plans for the first few rounds of matches for novice players.
[0313] Illustratively, during the preparation phase of each round, the client automatically analyzes the player's chess pieces in the chessboard area and the equipment cards in the hand area to obtain a first equipment configuration plan, and displays equipment configuration prompt information on the game interface. The equipment configuration prompt information is used to indicate the first equipment configuration plan. The first equipment configuration plan is used to instruct the player object to play the first equipment card to configure the first virtual equipment for the first virtual chess piece. The first equipment configuration plan is determined based on the matching degree between the virtual chess piece and the virtual equipment. The matching degree can be determined based on at least one data such as the equipment type, the chess piece type, the correspondence between the equipment and the chess piece, and the effect of the equipment. For example, if the first virtual chess piece is a swordsman-type chess piece, the first virtual equipment is a sword-type equipment, and the first virtual equipment is preset as the first virtual equipment, and the bonus ratio provided to the first virtual chess piece after configuring the first virtual equipment based on the first equipment card reaches a preset ratio threshold, then the matching degree between the first virtual chess piece and the first virtual equipment corresponding to the first equipment card is determined to be 100%, which is greater than the preset matching degree threshold, and the configuration of the first virtual equipment for the first virtual chess piece by playing the first equipment card is determined as the first equipment configuration plan.
[0314] Optionally, after the client automatically determines the first equipment configuration plan, it can recommend a plan by displaying the above-mentioned equipment configuration prompt information, or it can automatically perform configuration operations according to the equipment configuration plan after determining a feasible equipment configuration plan with the authorization of our player object, thereby realizing automatic equipment configuration.
[0315] By determining the matching degree between virtual chess pieces and virtual equipment based on at least one data such as equipment type, chess piece type, the correspondence between equipment and chess pieces, and the effect of equipment, an equipment configuration scheme is intelligently recommended based on the matching degree, thereby improving the effectiveness of the recommended equipment configuration scheme. Help users reduce equipment configuration decision-making time and improve equipment configuration efficiency , by automatically performing configuration operations based on the equipment configuration plan, it provides users with an automatic equipment configuration plan, Improved equipment configuration The automation and flexibility of the configuration improve the efficiency of human-computer interaction .
[0316] Step 1622: In response to the held quantity reaching the first consumption quantity, determine the quantity of virtual equipment of the first virtual chess piece configuration.
[0317] In some embodiments, a virtual chess piece corresponds to a configuration quantity threshold, which is used to indicate the upper limit of the number of virtual equipment that can be configured with the virtual chess piece. Taking the configuration of the first virtual equipment as an example, when the number of virtual equipment configured with the virtual chess piece reaches the corresponding configuration quantity threshold, the virtual chess piece can no longer be configured with the first virtual equipment.
[0318] If the number of virtual equipment configured for a virtual chess piece reaches a corresponding configuration quantity threshold, and the multiple virtual equipment configured for the virtual chess piece include a first virtual equipment, and the equipment level of the first virtual equipment does not reach the equipment level threshold, the first virtual equipment can be upgraded based on the configuration operation, and the configuration operation does not change the number of virtual equipment configured for the virtual chess piece.
[0319] Taking the configuration of the first virtual equipment as an example, when the number of virtual equipment configured for the virtual chess piece reaches the corresponding configuration quantity threshold, a fifth virtual equipment can be determined from the multiple virtual equipment configured for the virtual chess piece, and the first virtual equipment can be used to replace the fifth virtual equipment.
[0320] Optionally, the fifth virtual equipment can be determined based on the configuration time corresponding to each of the multiple configured virtual equipment, for example, the virtual equipment with the longest or shortest configuration time is determined as the fifth virtual equipment; the fifth virtual equipment can also be determined based on the matching degree between the multiple configured virtual equipment and the virtual chess piece, for example, the virtual equipment with the lowest matching degree is determined as the fifth virtual equipment; the fifth virtual equipment can also be determined based on the contribution values corresponding to the effects of the multiple configured virtual equipment, for example, the effect of the configured equipment A is to increase the critical hit probability by 30%, and the effect of the configured equipment B is to increase the attack strength by 15%. During the historical time period, the virtual chess piece did not trigger a critical hit based on equipment A, and the contribution value of equipment A was 0. During the historical time period, the additional attack value of the virtual chess piece based on equipment B reached 200, and the contribution value of equipment B was 200. Equipment A with the lowest contribution value is determined as the fifth virtual equipment; the fifth virtual equipment can also be determined based on a replacement operation, which is used to select the fifth virtual equipment from the multiple virtual equipment configured of the virtual chess piece.
[0321] The replaced fifth virtual equipment can be transferred to the third virtual chess piece when it is replaced, or the replaced fifth virtual equipment can be recovered. Wherein, the third virtual chess piece refers to any chess piece in the chessboard area except the first virtual chess piece.
[0322] Taking the transfer of the replaced fifth virtual equipment to the third virtual chess piece as an example, the third virtual chess piece is determined based on the number of virtual equipment respectively configured on multiple other virtual chess pieces and / or the matching degree between the multiple other virtual chess pieces and the fifth virtual equipment.
[0323] Optionally, in the process of determining the third virtual chess piece, there is a priority relationship between the number of virtual equipment and the matching degree.
[0324] For example, taking the priority corresponding to the number of virtual equipment as higher than the above-mentioned matching degree as an example, the virtual chess piece whose configured number of virtual equipment does not reach the corresponding configuration quantity threshold is preferentially determined as the candidate chess piece, the candidate chess piece with the highest matching degree with the fifth virtual equipment is determined as the third virtual chess piece, and the fifth virtual equipment is transferred to the third virtual chess piece.
[0325] Schematically, taking the example where the priority corresponding to the number of virtual equipment is lower than the above-mentioned matching degree, the virtual chess piece whose matching degree with the fifth virtual equipment reaches the preset matching degree threshold is preferentially determined as the candidate chess piece, and the candidate chess piece whose configured number of virtual equipment does not reach the corresponding configuration quantity threshold is determined as the third virtual chess piece, and the fifth virtual equipment is transferred to the third virtual chess piece.
[0326] Illustratively, assuming that the candidate chess pieces determined based on the matching degree include chess piece A and chess piece B, and the number of virtual equipment configured for chess piece A and chess piece B both reach the configuration quantity threshold, chess piece A with a higher matching degree is determined as the third virtual chess piece, and based on the determination logic of the fifth virtual equipment, the sixth virtual equipment is determined from the multiple virtual equipment configured for chess piece A, the fifth virtual equipment is transferred to chess piece A, and the sixth virtual equipment is transferred to chess piece B according to the above logic, or the sixth virtual equipment is recovered.
[0327] Taking the recycling of the replaced fifth virtual equipment as an example, the virtual chess piece un-configures the fifth virtual equipment and redeems it for virtual resources and / or equipment cards. For example, if the number of virtual equipment configured on a first virtual chess piece reaches a corresponding configuration quantity threshold, when configuring the first virtual equipment for the first virtual chess piece, the first virtual chess piece's configured fifth virtual equipment is recycled, a preset number of virtual resources is obtained, and / or the fifth equipment card recovered from the fifth virtual equipment is displayed in the hand area.
[0328] When the number of virtual equipment configured for a virtual chess piece reaches a corresponding configuration quantity threshold, a fifth virtual equipment can be determined from the multiple virtual equipment configured for the virtual chess piece, and the first virtual equipment can be used to replace the fifth virtual equipment. This enriches the configuration schemes of virtual equipment, makes the configuration of virtual equipment more flexible, and better meets the actual configuration needs of users. Improved the applicability of equipment replacement , by transferring the fifth virtual equipment to other virtual chess pieces, or recycling the fifth virtual equipment, Improved virtual equipment configuration in virtual equipment configuration scenarios Equipment utilization .
[0329] In some embodiments, in response to the held quantity being less than the first consumption quantity, the use of the first equipment card is canceled and a configuration failure prompt is displayed.
[0330] This configuration failure prompt is used to indicate that the current number of virtual resources held is insufficient to play the first equipment card.
[0331] Optionally, the configuration failure prompt can also be used to prompt the method of obtaining virtual resources, and / or the third equipment card that can be played in the current hand area, wherein the number of virtual resources required to play the third equipment card is less than the current number of virtual resources held.
[0332] Taking the configuration operation of dragging the first equipment card to the chess square where the first virtual chess piece is located as an example, when the use of the first equipment card is canceled, an animation effect is displayed in which the first equipment card is automatically restored from the chessboard area to the hand area.
[0333] Step 1623: In response to the number of virtual equipment configured with the first virtual chess piece being less than a configuration quantity threshold corresponding to the first virtual chess piece, consuming virtual resources corresponding to the first consumption quantity triggers display of a first animation effect.
[0334] Schematically, taking energy as an example of virtual resources, the first consumption quantity corresponding to equipment A is 1, the number of virtual equipment configured in response to chess piece B is 3, the configuration quantity threshold of chess piece B is 5, and 1 point of energy is consumed to trigger the display of the first animation effect, configuring equipment A for chess piece B.
[0335] In some embodiments, in response to the number of virtual equipment configured by the first virtual chess piece reaching a configuration quantity threshold corresponding to the first virtual chess piece, the use of the first equipment card is canceled and a configuration failure prompt is displayed.
[0336] The configuration failure prompt is used to prompt that the current equipment configuration state of the first virtual chess piece does not support playing the first equipment card based on the first virtual chess piece.
[0337] Optionally, the configuration failure prompt can also be used to prompt a method for increasing the configuration quantity threshold corresponding to the first virtual chess piece (for example, upgrading the first virtual chess piece), and / or the virtual chess piece of the first virtual equipment that can be configured in the current chessboard area.
[0338] Taking the configuration operation of dragging the first equipment card to the chess square where the first virtual chess piece is located as an example, when the use of the first equipment card is canceled, an animation effect is displayed in which the first equipment card is automatically restored from the chessboard area to the hand area.
[0339] In summary, the method provided in the embodiment of the present application clarifies a scheme for configuring virtual equipment for virtual chess pieces based on the number of virtual resources and the number of equipment configurations for virtual chess pieces, implements an alternating mechanism between equipment cards and virtual equipment based on configuration operations, and simplifies equipment configuration operations. Improved the smoothness of equipment configuration operations .
[0340] In some embodiments, after configuring virtual equipment for a virtual chess piece using an equipment card, the virtual equipment can be recycled when the virtual chess piece is deleted, and the equipment card corresponding to the virtual equipment can be retrieved again. Please refer to Figure 26 , which shows a flowchart of a virtual equipment recycling method provided by an exemplary embodiment of the present application. The method can be executed by a terminal, or by a server, or by both the terminal and the server. The embodiment of the present application applies the method to Figure 1 The first terminal shown in FIG is used as an example for explanation. Figure 26 As shown, taking the recycling of the first virtual equipment of the first virtual chess piece configuration as an example, the above step 1620 further includes the following steps:
[0341] Step 2610: In response to receiving an exchange operation to exchange a first virtual chess piece in the chessboard area for a virtual resource, cancel display of the first virtual chess piece in the chessboard area and obtain a first amount of virtual resources.
[0342] The above exchange operation can be implemented as a deletion operation on the first virtual chess piece. By deleting the first virtual chess piece, the virtual equipment configured by the first virtual chess piece can be recovered.
[0343] A first quantity of virtual resources is obtained based on the above exchange operation. Optionally, the first quantity may be a preset fixed quantity, or may be dynamically determined based on the state of the first virtual chess piece when the first virtual chess piece is deleted.
[0344] Taking determining the first number based on the chess piece state when the first virtual chess piece is deleted as an example, the first number is positively correlated with the chess piece level when the first virtual chess piece is deleted, and negatively correlated with the chess piece health when the first virtual chess piece is deleted.
[0345] Step 2620: In response to the first virtual chess piece being configured with the first virtual equipment, displaying the first virtual equipment as restored to the first equipment card.
[0346] In some embodiments, the first equipment card corresponds to a first consumption identifier, which is used to indicate that using the first equipment card requires consuming a first amount of virtual resources. The consumption identifier of the first equipment card recovered by deleting the first virtual chess piece and recovering the recovered first virtual equipment will change.
[0347] Illustratively, in response to the first virtual chess piece being configured with the first virtual equipment, the first virtual equipment is displayed as being restored to a first equipment card corresponding to a second consumption identifier, and the second consumption identifier is used to indicate that the use of the restored first equipment card requires the consumption of a second amount of virtual resources, and the second amount is greater than the first amount.
[0348] Optionally, the second quantity can be a preset fixed number. For example, for equipment cards that consume any amount of energy, the equipment cards recovered by deleting virtual chess pieces are reset to consume 1 energy point. It can also be a dynamic number based on the first quantity plus the preset number. For example, for equipment cards that consume any amount of energy, the consumption of equipment cards recovered by deleting virtual chess pieces is increased by 1 energy point. For example, when equipment A configured based on equipment card Y that consumes 0 energy points is recovered by deleting virtual chess pieces, equipment card Y that consumes 1 energy point is obtained.
[0349] Step 2630: Display the first equipment card recovered from the first virtual equipment in the hand area.
[0350] For illustration, please refer to Figure 27 , Figure 27 This is a schematic diagram of equipment recovery provided by an exemplary embodiment of the present application. Figure 27 As shown, the game interface 2700 includes a chessboard area 2710 and a hand area 2720. The chessboard area 2710 includes a first virtual chess piece 2711 configured with a first virtual equipment. In response to receiving an exchange operation to exchange the first virtual chess piece 2711 in the chessboard area 2710 for a virtual resource, the first virtual chess piece 2711 in the chessboard area 2710 is cancelled and the first amount of virtual resources is obtained; in response to the first virtual chess piece 2711 being configured with the first virtual equipment, the first virtual equipment is restored to the first equipment card 2701; and the first equipment card 2701 restored from the first virtual equipment is displayed in the hand area 2720.
[0351] In some embodiments, the restored first equipment card is displayed based on the number of cards in the hand area. When the number of cards in the hand area reaches a card number threshold corresponding to the hand area, some cards need to be deleted from the hand area to place the restored first equipment card. In this case, a card deletion process is further included before step 2630. The card deletion process includes the following steps:
[0352] The first step is to determine the number of cards held in the hand area.
[0353] The card holding quantity is used to indicate the total number of role cards and function cards in the hand area.
[0354] In the second step, in response to the number of cards held reaching a card number threshold corresponding to the hand area, cards that meet the card deletion requirements are deleted from the multiple role cards or function cards in the hand area.
[0355] In some embodiments, the second step is implemented as follows: in response to the number of cards held reaching a card number threshold corresponding to the hand area, at least one first discarded card that meets the card deletion requirements is determined from multiple character cards or function cards in the hand area; and at least one first discarded card is canceled from being displayed in the hand area.
[0356] Among them, the card deletion requirements include that at least one first discarded card receives a card deletion operation, or the acquisition time of at least one first discarded card reaches a preset time range; or the card level corresponding to at least one first discarded card is lower than a preset level threshold, or the number of virtual resources required to use at least one first discarded card is greater than that of the first equipment card.
[0357] When the number of cards held in the hand reaches the card number threshold corresponding to the hand area, at least one first discarded card is determined based on the above-mentioned multiple card deletion requirements and is deleted from the hand area, thereby ensuring that the recovered first equipment card can be placed in the hand area. While recovering the first equipment card, the utilization rate of the cards retained in the hand area is ensured, thereby avoiding the user's spare cards from being mistakenly deleted when recovering the first equipment card. Improved card Card recycling efficiency and user experience .
[0358] In some embodiments, a recovery score is assigned to the recovered first equipment card, and a determination is made as to whether to display the first equipment card in the hand area based on the recovery score. The recovery score of the first equipment card is determined based on the card level, usage cost, effect, and game compatibility of the first equipment card. The usage cost indicates the amount of virtual resources consumed when using the first equipment card, the effect indicates the bonus data when configuring the first virtual equipment with a virtual chess piece, and the game compatibility indicates the number of virtual chess pieces in the chessboard area that match the first virtual equipment to a predetermined matching threshold. In response to the recovery score reaching the predetermined scoring threshold, the first equipment card recovered from the first virtual equipment is displayed in the hand area.
[0359] In some embodiments, in response to the recycling score being less than a preset score threshold, the first equipment card recovered from the first virtual equipment is automatically deleted.
[0360] Optionally, the card level, effect, and match compatibility are positively correlated with the recycling score, while the usage consumption value is negatively correlated with the recycling score.
[0361] The card data involved in determining the recycling score has a corresponding priority relationship. For example, the priority relationship is, from high to low, match compatibility, usage cost, card level, and effect. It is worth noting that the above priority relationship is only an example, and this application does not limit the specific form of the priority relationship of the above card data.
[0362] Schematically, a recycling evaluation is performed on the first equipment card through a pre-trained recycling scoring model to obtain a recycling score of the first equipment card. During the game of a turn-based chess game, the client obtains the operation data of the player object and the game data in real time. After the first equipment card is recovered, the client reads the card information of the first equipment card (including card level, usage consumption value, effect, etc.) from the background database, and determines the game compatibility corresponding to the first equipment card based on the real-time operation data and game data analysis. The client inputs the card data corresponding to the above-mentioned first equipment card into the recycling scoring model, and outputs the recycling score of the first equipment card. In response to the recycling score reaching the preset score threshold, the first equipment card recovered by the first virtual equipment is displayed in the hand area.
[0363] By determining whether to display the first recovered equipment card in the hand area according to the recycling score, it can reduce the equipment cards with lower scores from occupying the card placement space in the hand area, affecting the user experience and causing a waste of rendering resources. Improved the card display efficiency in the hand area By determining the recycling score of the first equipment card based on the card level, usage cost, effect, and game compatibility, the card score can more accurately indicate the value of the first equipment card after being recycled, helping users automatically decide whether to keep the recycled first equipment card, and avoiding recycling the first equipment card to the hand area when the probability of use is low, resulting in the user having to perform additional card deletion operations when there is insufficient space for card placement in the hand area. Improved card recycling efficiency .
[0364] In summary, the method provided by the embodiment of the present application provides an implementation scheme for exchanging virtual chess pieces, recycling the virtual equipment configured by the first virtual chess piece, and restoring it to the equipment card in the hand area, enriching the exchange mechanism between equipment and cards, simplifying the equipment recycling operation when deleting virtual chess pieces, eliminating the need to manually recycle virtual equipment before deleting virtual chess pieces, and avoiding the accidental deletion of virtual equipment caused by deleting virtual chess pieces when virtual equipment is configured, thereby wasting virtual resources consumed by configuring the virtual equipment. Improved recycling efficiency .
[0365] For illustration, please refer to Figure 28 , Figure 28 This is a flow chart of equipment configuration based on virtual chess pieces provided by an exemplary embodiment of the present application. Figure 1The first terminal shown executes the equipment configuration method based on virtual chess pieces provided in the embodiment of the present application as an example for explanation. As shown in 28, the first terminal executes step 2810 to obtain a first equipment card; step 2820, plays the first equipment card to the first virtual chess piece in the chessboard area; step 2830, determines whether the current energy is sufficient to play the first equipment card, and in response to the current energy being sufficient to play the first equipment card, executes step 2841, otherwise, executes step 2842; step 2842, cancels playing the first equipment card, and displays a prompt of equipment configuration failure; step 2841, determines whether the first virtual chess piece meets the configuration condition of the first equipment card, and in response to the first virtual chess piece meeting the configuration condition, executes step 2851, otherwise, executes Step 2852; Step 2852, cancel playing the first equipment card and display a prompt that the equipment configuration failed; Step 2851, deduct the corresponding energy and configure the first virtual equipment for the first virtual chess piece; Step 2860, sell the first virtual chess piece; Step 2870, return the corresponding energy, and the first virtual equipment is restored to be displayed as the first equipment card; Step 2880, determine whether the number of cards held in the hand area is less than the card number threshold corresponding to the hand area, and in response to the number of cards held being less than the card number threshold, execute step 2891, otherwise, execute step 2892; Step 2891, display the first equipment card in the hand area, and reset the energy consumption of the first equipment card; Step 2892, delete some cards in the hand area.
[0366] Figure 29 This is a structural block diagram of an equipment configuration device based on virtual chess pieces provided by an exemplary embodiment of the present application. Figure 29 As shown, the device includes the following parts:
[0367] Display module 2910 is configured to display a game interface of a turn-based chess game, wherein the game interface includes a chessboard area and a hand area, wherein the hand area includes chess piece cards and equipment cards, wherein the chess piece cards are used to summon virtual chess pieces in the chessboard area, wherein the virtual chess pieces are used to participate in a turn-based virtual battle in the chessboard area, and wherein the equipment cards are used to configure virtual equipment for the virtual chess pieces, wherein the chessboard area includes a first virtual chess piece and a second virtual chess piece;
[0368] The display module 2910 is further configured to, in response to receiving a configuration operation for using the first equipment card in the hand area on the first virtual chess piece, display a first animation effect of consuming the first equipment card to configure the first virtual equipment for the first virtual chess piece;
[0369] The display module 2910 is further configured to display a second animation effect of the first virtual equipment being transferred from the first virtual chess piece to the second virtual chess piece in response to receiving a transfer operation to transfer the first virtual equipment to the second virtual chess piece.
[0370] In some embodiments, the display module 2910 is further configured to:
[0371] In response to receiving a first transfer operation, displaying a second animation effect of the first virtual equipment being transferred from the first virtual chess piece to the second virtual chess piece, wherein the first transfer operation is used to select the first virtual equipment from the plurality of virtual equipment to be transferred to the second virtual chess piece when the first virtual chess piece is configured with the first virtual equipment;
[0372] In response to receiving a second transfer operation, a second animation effect is displayed in which the first virtual equipment is transferred from the first virtual chess piece to the second virtual chess piece along with at least one third virtual equipment. The second transfer operation is used to batch transfer the multiple virtual equipment configured by the first virtual chess piece to the second virtual chess piece when the first virtual chess piece is configured with multiple virtual equipment. The multiple virtual equipment configured by the first virtual chess piece include the first virtual equipment and the at least one third virtual equipment.
[0373] In some embodiments, the display module 2910 is further configured to:
[0374] In response to receiving a transfer operation to transfer the first virtual equipment to a second virtual chess piece, determining a first equipment quantity, the first equipment quantity being the sum of the number of virtual equipment configured for the second virtual chess piece and the number of the first virtual equipment;
[0375] The second animation effect is displayed based on the first equipment quantity.
[0376] In some embodiments, the display module 2910 is further configured to:
[0377] In response to the first equipment quantity being less than or equal to a configuration quantity threshold corresponding to the second virtual chess piece, displaying a third animation effect, the third animation effect including an animation effect of the first virtual equipment transferring to the second virtual chess piece;
[0378] In response to the first equipment quantity being greater than a configuration quantity threshold corresponding to the second virtual chess piece, a fourth animation effect is displayed, wherein the fourth animation effect includes an animation effect of the first virtual equipment being transferred to the second virtual chess piece, and a fourth virtual equipment being transferred to the first virtual chess piece, wherein the fourth virtual equipment is the virtual equipment configured by the second virtual chess piece within a historical time period.
[0379] In some embodiments, the display module 2910 is further configured to:
[0380] In response to the first equipment quantity being greater than a configuration quantity threshold corresponding to the second virtual chess piece, determining the fourth virtual equipment that meets the equipment transfer requirement from the plurality of virtual equipment configured by the second virtual chess piece;
[0381] displaying the fourth animation effect based on the fourth virtual equipment;
[0382] Among them, the multiple virtual equipment configured by the second virtual chess piece have corresponding configuration timestamps, and the equipment transfer requirements include at least one of the following: the configuration time indicated by the configuration timestamp corresponding to the fourth virtual equipment is within the historical time period, or the configuration time indicated by the configuration timestamp corresponding to the fourth virtual equipment is earlier than the configuration time of other virtual equipment, or the configuration time indicated by the configuration timestamp corresponding to the fourth virtual equipment is later than the configuration time of other virtual equipment.
[0383] In some embodiments, the display module 2910 is further configured to:
[0384] In response to receiving the configuration operation to use the first equipment card in the hand area on the first virtual chess piece, determining a held quantity and a first consumption quantity of virtual resources, the virtual resources being used to play the first equipment card, the first consumption quantity being used to indicate the quantity of virtual resources required to play the first equipment card;
[0385] In response to the held quantity reaching the first consumed quantity, determining the quantity of virtual equipment of the first virtual chess piece configuration;
[0386] In response to the number of virtual equipment configured with the first virtual chess piece being less than a configuration quantity threshold corresponding to the first virtual chess piece, consuming virtual resources corresponding to the first consumption quantity triggers display of the first animation effect.
[0387] In some embodiments, the display module 2910 is further configured to:
[0388] In response to the held quantity being less than the first consumed quantity, the use of the first equipment card is canceled and a configuration failure prompt is displayed.
[0389] In some embodiments, the display module 2910 is further configured to:
[0390] In response to the number of virtual equipment configured by the first virtual chess piece reaching a configuration quantity threshold corresponding to the first virtual chess piece, the use of the first equipment card is canceled and a configuration failure prompt is displayed.
[0391] In some embodiments, the display module 2910 is further configured to:
[0392] In response to receiving an exchange operation to exchange the first virtual chess piece in the chessboard area for a virtual resource, canceling the display of the first virtual chess piece in the chessboard area and acquiring a first amount of virtual resources;
[0393] In response to the first virtual chess piece being configured with the first virtual equipment, displaying that the first virtual equipment is restored to the first equipment card;
[0394] The first equipment card recovered by the first virtual equipment is displayed in the hand area.
[0395] In some embodiments, the display module 2910 is further configured to:
[0396] Determining the number of cards held in the hand area, where the number of cards held is used to indicate the total number of character cards and function cards in the hand area;
[0397] In response to the number of cards held reaching a card number threshold corresponding to the hand area, cards that meet the card deletion requirements are deleted from the multiple role cards or function cards in the hand area.
[0398] In some embodiments, the display module 2910 is further configured to:
[0399] In response to the number of cards held reaching a card number threshold corresponding to the hand area, determining at least one first discarded card that meets card deletion requirements from a plurality of character cards or function cards in the hand area;
[0400] canceling the display of the at least one first discarded card in the hand area;
[0401] The card deletion requirement includes that the at least one first discarded card receives a card deletion operation, or the acquisition time of the at least one first discarded card reaches a preset time range; or the card level corresponding to the at least one first discarded card is lower than a preset level threshold, or the number of virtual resources required to use the at least one first discarded card is greater than the first equipment card.
[0402] In some embodiments, the display module 2910 is further configured to:
[0403] Determining a recycling score for the first equipment card based on the card level, usage cost, effect, and game compatibility of the first equipment card, wherein the usage cost indicates the amount of virtual resources consumed when using the first equipment card, the effect indicates the bonus data gained when configuring a virtual chess piece with the first virtual equipment, and the game compatibility indicates the number of virtual chess pieces in the chessboard area that match the first virtual equipment to a predetermined matching threshold;
[0404] In response to the recycling score reaching a preset score threshold, the first equipment card recovered by the first virtual equipment is displayed in the hand area.
[0405] In some embodiments, the first equipment card corresponds to a first consumption indicator, and the first consumption indicator is used to indicate that using the first equipment card requires consuming a first amount of virtual resources;
[0406] The display module 2910 is also used to, in response to the first virtual chess piece being configured with the first virtual equipment, display that the first virtual equipment is restored to the first equipment card corresponding to a second consumption identifier, and the second consumption identifier is used to indicate that the use of the restored first equipment card requires the consumption of a second amount of virtual resources, and the second amount is greater than the first amount.
[0407] To sum up, the device provided in the embodiment of the present application realizes an equipment configuration method for virtual chess pieces in a chessboard area in a turn-based chess game by displaying a second animation effect of transferring the first virtual equipment from the first virtual chess piece to the second virtual chess piece in response to receiving a transfer operation to transfer the first virtual equipment to the second virtual chess piece. It can directly transfer virtual equipment configured in virtual chess pieces between multiple virtual chess pieces in the chessboard area, simplify the equipment transfer steps, improve the flexibility and efficiency of equipment configuration, and improve the efficiency of equipment transfer, thereby improving the preparation efficiency of turn-based chess games and improving the efficiency of human-computer interaction.
[0408] It should be noted that the equipment configuration device based on virtual chess pieces provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above.
[0409] Figure 30 The following is a block diagram of a terminal 3000 according to an exemplary embodiment of the present application. The terminal 3000 may be a smartphone, tablet computer, MP3 player, MP4 player, laptop computer, or desktop computer. The terminal 3000 may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other similar names.
[0410] Typically, the terminal 3000 includes a processor 3001 and a memory 3002 .
[0411] The processor 3001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 3001 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 3001 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 central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 3001 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 3001 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.
[0412] The memory 3002 may include one or more computer-readable storage media, which may be non-transitory. The memory 3002 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 3002 is used to store at least one instruction, which is used to be executed by the processor 3001 to implement the equipment configuration method based on virtual chess pieces provided in the method embodiment of the present application.
[0413] In some embodiments, the terminal 3000 further includes other components, which can be understood by those skilled in the art. Figure 30 The structure shown in the figure does not constitute a limitation on the terminal 3000, and the terminal 3000 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0414] The embodiment of the present application further provides a computer device, which can be implemented as follows: Figure 1The terminal or server shown. The computer device includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, code set, or instruction set, and the at least one instruction, at least one program, code set, or instruction set is loaded and executed by the processor to implement the equipment configuration method based on virtual chess pieces provided in the above-mentioned method embodiments.
[0415] An embodiment of the present application also provides a computer-readable storage medium, which stores at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the equipment configuration method based on virtual chess pieces provided by the above-mentioned method embodiments.
[0416] Embodiments of the present application also provide a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the equipment configuration method based on virtual chess pieces provided in the above-mentioned method embodiments.
[0417] Optionally, the computer-readable storage medium may include: Read Only Memory (ROM), Random Access Memory (RAM), Solid State Drives (SSD), or an optical disk. Among them, the random access memory may include resistance random access memory (ReRAM) and dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0418] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
[0419] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for configuring equipment based on virtual chess pieces, characterized in that: The method comprises: Displaying a game interface for a turn-based chess game, the game interface including a chessboard area and a hand area, the hand area including chess piece cards and equipment cards, the chess piece cards being used to summon virtual chess pieces in the chessboard area, the virtual chess pieces being used to participate in a turn-based virtual battle in the chessboard area, the equipment cards being used to configure virtual equipment for the virtual chess pieces, and the chessboard area including a first virtual chess piece and a second virtual chess piece; In response to receiving a configuration operation for using the first equipment card in the hand area on the first virtual chess piece, displaying a first animation effect of consuming the first equipment card to configure the first virtual equipment for the first virtual chess piece; In response to receiving a transfer operation to transfer the first virtual equipment to the second virtual chess piece, a second animation effect of transferring the first virtual equipment from the first virtual chess piece to the second virtual chess piece is displayed.
2. The method according to claim 1, characterized in that In response to receiving the transfer operation to transfer the first virtual equipment to the second virtual chess piece, displaying a second animation effect of the first virtual equipment transferring from the first virtual chess piece to the second virtual chess piece includes: In response to receiving a first transfer operation, displaying a second animation effect of the first virtual equipment being transferred from the first virtual chess piece to the second virtual chess piece, wherein the first transfer operation is used to select the first virtual equipment from the plurality of virtual equipment to be transferred to the second virtual chess piece when the first virtual chess piece is configured with the first virtual equipment; In response to receiving a second transfer operation, a second animation effect is displayed in which the first virtual equipment is transferred from the first virtual chess piece to the second virtual chess piece along with at least one third virtual equipment. The second transfer operation is used to batch transfer the multiple virtual equipment configured by the first virtual chess piece to the second virtual chess piece when the first virtual chess piece is configured with multiple virtual equipment. The multiple virtual equipment configured by the first virtual chess piece include the first virtual equipment and the at least one third virtual equipment.
3. The method according to claim 1, characterized in that In response to receiving the transfer operation to transfer the first virtual equipment to the second virtual chess piece, displaying a second animation effect of the first virtual equipment transferring from the first virtual chess piece to the second virtual chess piece includes: In response to receiving a transfer operation to transfer the first virtual equipment to a second virtual chess piece, determining a first equipment quantity, the first equipment quantity being the sum of the number of virtual equipment configured for the second virtual chess piece and the number of the first virtual equipment; The second animation effect is displayed based on the first equipment quantity.
4. The method according to claim 3, characterized in that The displaying of the second animation effect based on the first equipment quantity includes: In response to the first equipment quantity being less than or equal to a configuration quantity threshold corresponding to the second virtual chess piece, displaying a third animation effect, the third animation effect including an animation effect of the first virtual equipment transferring to the second virtual chess piece; In response to the first equipment quantity being greater than a configuration quantity threshold corresponding to the second virtual chess piece, a fourth animation effect is displayed, wherein the fourth animation effect includes an animation effect of the first virtual equipment being transferred to the second virtual chess piece, and a fourth virtual equipment being transferred to the first virtual chess piece, wherein the fourth virtual equipment is the virtual equipment configured by the second virtual chess piece within a historical time period.
5. The method according to claim 4, characterized in that In response to the number of the first equipment being greater than a threshold of the number of configurations corresponding to the second virtual chess pieces, displaying a fourth animation effect includes: In response to the first equipment quantity being greater than a configuration quantity threshold corresponding to the second virtual chess piece, determining the fourth virtual equipment that meets the equipment transfer requirement from the plurality of virtual equipment configured by the second virtual chess piece; displaying the fourth animation effect based on the fourth virtual equipment; Among them, the multiple virtual equipment configured by the second virtual chess piece have corresponding configuration timestamps, and the equipment transfer requirements include at least one of the following: the configuration time indicated by the configuration timestamp corresponding to the fourth virtual equipment is within the historical time period, or the configuration time indicated by the configuration timestamp corresponding to the fourth virtual equipment is earlier than the configuration time of other virtual equipment, or the configuration time indicated by the configuration timestamp corresponding to the fourth virtual equipment is later than the configuration time of other virtual equipment.
6. The method according to any one of claims 1 to 5, characterized in that: In response to receiving a configuration operation for using the first equipment card in the hand area on the first virtual chess piece, displaying a first animation effect of consuming the first equipment card to configure the first virtual equipment for the first virtual chess piece includes: In response to receiving the configuration operation to use the first equipment card in the hand area on the first virtual chess piece, determining a held quantity and a first consumption quantity of virtual resources, the virtual resources being used to play the first equipment card, the first consumption quantity being used to indicate the quantity of virtual resources required to play the first equipment card; In response to the held quantity reaching the first consumed quantity, determining the quantity of virtual equipment of the first virtual chess piece configuration; In response to the number of virtual equipment configured with the first virtual chess piece being less than a configuration quantity threshold corresponding to the first virtual chess piece, consuming virtual resources corresponding to the first consumption quantity triggers display of the first animation effect.
7. The method according to claim 6, characterized in that After determining the held quantity and the first consumed quantity of the virtual resource in response to receiving the configuration operation of using the first equipment card in the hand area on the first virtual chess piece, the method further includes: In response to the held quantity being less than the first consumed quantity, the use of the first equipment card is canceled and a configuration failure prompt is displayed.
8. The method according to claim 6, characterized in that After determining the number of virtual equipment of the first virtual chess piece configuration in response to the held number reaching the first consumed number, the method further includes: In response to the number of virtual equipment configured by the first virtual chess piece reaching a configuration quantity threshold corresponding to the first virtual chess piece, the use of the first equipment card is canceled and a configuration failure prompt is displayed.
9. The method according to any one of claims 1 to 5, characterized in that: After displaying a first animation effect of consuming the first equipment card to configure the first virtual equipment for the first virtual chess piece in response to receiving a configuration operation of using the first equipment card in the hand area for the first virtual chess piece, the method further includes: In response to receiving an exchange operation to exchange the first virtual chess piece in the chessboard area for a virtual resource, canceling the display of the first virtual chess piece in the chessboard area and acquiring a first amount of virtual resources; In response to the first virtual chess piece being configured with the first virtual equipment, displaying that the first virtual equipment is restored to the first equipment card; The first equipment card recovered by the first virtual equipment is displayed in the hand area.
10. The method according to claim 9, characterized in that Before displaying the first equipment card recovered by the first virtual equipment in the hand area, the method further includes: Determining the number of cards held in the hand area, where the number of cards held is used to indicate the total number of character cards and function cards in the hand area; In response to the number of cards held reaching a card number threshold corresponding to the hand area, cards that meet the card deletion requirements are deleted from the multiple role cards or function cards in the hand area.
11. The method according to claim 10, characterized in that In response to the number of cards held reaching a card number threshold corresponding to the hand area, deleting cards that meet a card deletion requirement from a plurality of character cards or function cards in the hand area, comprising: In response to the number of cards held reaching a card number threshold corresponding to the hand area, determining at least one first discarded card that meets card deletion requirements from a plurality of character cards or function cards in the hand area; canceling the display of the at least one first discarded card in the hand area; The card deletion requirement includes that the at least one first discarded card receives a card deletion operation, or the acquisition time of the at least one first discarded card reaches a preset time range; or the card level corresponding to the at least one first discarded card is lower than a preset level threshold, or the number of virtual resources required to use the at least one first discarded card is greater than the first equipment card.
12. The method according to claim 9, characterized in that The displaying the first equipment card recovered from the first virtual equipment in the hand area includes: Determining a recycling score for the first equipment card based on the card level, usage cost, effect, and game compatibility of the first equipment card, wherein the usage cost indicates the amount of virtual resources consumed when using the first equipment card, the effect indicates the bonus data gained when configuring a virtual chess piece with the first virtual equipment, and the game compatibility indicates the number of virtual chess pieces in the chessboard area that match the first virtual equipment to a predetermined matching threshold; In response to the recycling score reaching a preset score threshold, the first equipment card recovered by the first virtual equipment is displayed in the hand area.
13. The method according to claim 9, characterized in that The first equipment card corresponds to a first consumption indicator, and the first consumption indicator is used to indicate that using the first equipment card requires consuming a first amount of virtual resources; In response to the first virtual chess piece being configured with the first virtual equipment, displaying the first virtual equipment restored to the first equipment card includes: In response to the first virtual chess piece being configured with the first virtual equipment, the first virtual equipment is displayed as being restored to the first equipment card corresponding to a second consumption identifier, where the second consumption identifier is used to indicate that the use of the restored first equipment card requires the consumption of a second amount of virtual resources, and the second amount is greater than the first amount.
14. A device for configuring equipment based on virtual chess pieces, characterized in that: The device comprises: a display module for displaying a game interface of a turn-based chess game, wherein the game interface includes a chessboard area and a hand area, wherein the hand area includes chess piece cards and equipment cards, wherein the chess piece cards are used to summon virtual chess pieces in the chessboard area, wherein the virtual chess pieces are used to participate in a turn-based virtual battle in the chessboard area, and wherein the equipment cards are used to configure virtual equipment for the virtual chess pieces, wherein the chessboard area includes a first virtual chess piece and a second virtual chess piece; The display module is further configured to, in response to receiving a configuration operation for using the first equipment card in the hand area on the first virtual chess piece, display a first animation effect of consuming the first equipment card to configure the first virtual equipment for the first virtual chess piece; The display module is further configured to display a second animation effect of the first virtual equipment being transferred from the first virtual chess piece to the second virtual chess piece in response to receiving a transfer operation to transfer the first virtual equipment to the second virtual chess piece.
15. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the equipment configuration method based on virtual chess pieces as described in any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that The storage medium stores at least one computer program, which is loaded and executed by a processor to implement the equipment configuration method based on virtual chess pieces as described in any one of claims 1 to 13.
17. A computer program product, characterized in that It comprises a computer program, which, when executed by a processor, implements the equipment configuration method based on virtual chess pieces as described in any one of claims 1 to 13.