Method and device for updating resources in self-propelled chess, terminal and storage medium
By introducing a card mechanism in the auto-chess game, automatically distributing chess pieces and obtaining virtual resources, the problem of high threshold for resource update mechanisms is solved, and human-computer interaction efficiency and strategy richness are improved.
Patent Information
- Application Number
- CN202410178244.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-02-08
- Publication Date
- 2025-08-08
AI Technical Summary
The threshold for understanding the resource update mechanism of the auto-chess game is high, and the user's cumbersome process of calculating virtual resources, resulting in low human-computer interaction efficiency.
Introduce a card mechanism, automatically distribute chess pieces and obtain virtual resources in the card area, simplify the process of purchasing and preparing for chess pieces in traditional stores, and cancel the store concept. Players only need to perform card playing operations to complete a variety of preparation operations.
It improves human-computer interaction efficiency, simplifies the process of users obtaining chess pieces, enriches the ways to obtain virtual resources, and reduces the amount of information and interaction operations that users need to process.
Smart Images

Figure CN120437620A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a method, device, terminal, and storage medium for updating resources in Auto Chess. Background Art
[0002] Auto Chess is a tactical strategy electronic game that requires players to make reasonable chess piece configurations and positional arrangements for their characters in advance so that their characters can defeat all enemy characters during automatic combat.
[0003] However, the resource update mechanism of the Auto Chess game has a high threshold for understanding, and the process of users calculating virtual resources is relatively cumbersome, resulting in low human-computer interaction efficiency. Summary of the Invention
[0004] The embodiments of the present application provide a method, device, terminal, and storage medium for updating resources in Auto Chess. The technical solution is as follows.
[0005] In one aspect, an embodiment of the present application provides a method for updating resources in Auto Chess, the method comprising:
[0006] Displaying an Auto Chess game screen, the Auto Chess game screen including a chessboard area and a card area, the chessboard area being used to display virtual chess pieces in play, and the card area being used to display unused virtual cards;
[0007] Upon receiving a use operation of a first virtual card in the card area, and when the first virtual card is a chess piece card, displaying a first virtual chess piece corresponding to the first virtual card in the chessboard area, and reducing a first amount of virtual resources, where the first amount is a resource consumption of using the first virtual card, wherein the used first virtual card is deleted from the card area;
[0008] When a deletion operation is received for a second virtual card in the card area, a second amount of virtual resources is increased and the second virtual card is deleted from the card area, wherein the amount of resource increase for deleting different virtual cards is the same.
[0009] On the other hand, an embodiment of the present application provides a device for updating resources in Auto Chess, the device comprising:
[0010] A screen display module, configured to display an Auto Chess game screen, wherein the Auto Chess game screen includes a chessboard area and a card area, wherein the chessboard area is configured to display virtual chess pieces in play, and the card area is configured to display unused virtual cards;
[0011] a chess piece display module, configured to, upon receiving a use operation of a first virtual card in the card area, display a first virtual chess piece corresponding to the first virtual card in the chessboard area, and reduce a first amount of virtual resources, where the first amount represents a resource consumption of using the first virtual card, and the first virtual card is deleted from the card area after use;
[0012] The card deletion module is configured to, upon receiving a deletion operation on a second virtual card in the card area, increase a second amount of virtual resources and delete the second virtual card from the card area, wherein the amount of resource increase for deleting different virtual cards is the same.
[0013] On the other hand, an embodiment of the present application provides a terminal comprising a processor and a memory, wherein the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the resource updating method in Auto Chess as described in the above aspects.
[0014] On the other hand, an embodiment of the present application provides a computer-readable storage medium, wherein the computer-readable storage medium stores at least one instruction, and the at least one instruction is loaded and executed by a processor to implement the resource updating method in Auto Chess as described in the above aspects.
[0015] On the other hand, an embodiment of the present application provides a computer program product, which includes computer instructions, the computer instructions are stored in a computer-readable storage medium, a processor obtains the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to implement the resource updating method in Auto Chess as described in the above aspects.
[0016] 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.
[0017] The method provided in this embodiment can also obtain virtual resources by deleting virtual cards, thereby enriching the ways to obtain virtual resources and improving the strategic richness of the auto chess game; and when deleting virtual cards, a fixed number of virtual resources are added, and there is no need to calculate the increase or decrease in the number of virtual resources based on the quality of the virtual cards, which facilitates users to quickly calculate virtual resources and then make relevant decisions, further improving the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] 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.
[0019] Figure 1 It is a structural block diagram of a computer system of the present application;
[0020] Figure 2 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;
[0021] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided by an embodiment of the present application;
[0022] Figure 4 This is a card diagram of a chess piece card provided by one embodiment of the present application;
[0023] Figure 5 This is a card diagram of an effect card provided by one embodiment of the present application;
[0024] Figure 6 This is a card diagram of an equipment card provided by an embodiment of the present application;
[0025] Figure 7 This is a card diagram of a chess player card provided by one embodiment of the present application;
[0026] Figure 8 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;
[0027] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application;
[0028] Figure 10 This is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;
[0029] Figure 11 This is a schematic diagram of the interface for playing cards in the preparation phase provided by one embodiment of the present application;
[0030] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0031] Figure 13 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0032] Figure 14 This is a schematic diagram of a game interface during the battle phase provided by one embodiment of the present application;
[0033] Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application;
[0034] Figure 16 This is a flowchart of a method for updating resources in Auto Chess provided by an exemplary embodiment of the present application;
[0035] Figure 17 This is a schematic diagram of a resource update interface using virtual cards provided by an exemplary embodiment of the present application;
[0036] Figure 18 This is a schematic diagram of a resource update interface in the case of deleting a virtual card provided by an exemplary embodiment of the present application;
[0037] Figure 19 This is a schematic diagram of a deletion confirmation prompt interface provided by an exemplary embodiment of the present application;
[0038] Figure 20 This is a schematic diagram of a batch deletion prompt interface provided by an exemplary embodiment of the present application;
[0039] Figure 21 A flowchart of a method for updating resources in Auto Chess provided by another exemplary embodiment of the present application is shown;
[0040] Figure 22 A schematic diagram showing changes in a personal deck and a global deck provided by an exemplary embodiment of the present application is shown;
[0041] Figure 23 A schematic diagram showing changes in a personal deck and a global deck provided by another exemplary embodiment of the present application is shown;
[0042] Figure 24 A schematic diagram illustrating an implementation of a personal deck determination process provided by another exemplary embodiment of the present application is shown;
[0043] Figure 25 A structural block diagram of an auto chess resource update device provided by an exemplary embodiment of the present application is shown;
[0044] Figure 26 A structural block diagram of a terminal provided by an exemplary embodiment of the present application is shown. DETAILED DESCRIPTION
[0045] 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.
[0046] First, the nouns involved in the embodiments of this application are introduced:
[0047] 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.
[0048] 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).
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] 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 .
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] 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.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] The method includes:
[0069] Step 220: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a card area, wherein the card area displays at least one card;
[0070] The game interface is where two player objects play against each other in a turn-based chess game. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player.
[0071] Combined with reference Figure 3 The game interface includes a chessboard area 10 and a card area 11.
[0072] 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.
[0073] Card area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; any excess cards are automatically discarded.
[0074] Optionally, the plurality of cards are arranged in a fan-shaped pattern within card area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, card type, number of cards of the same type, number of copies of the same card, and card quality. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. Exceeding this limit will result in the discarding of excess cards. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.
[0075] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.
[0076] 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;
[0077] 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.
[0078] 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.
[0079] 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.
[0080] Preparation operations include at least one of: increasing one's own chess pieces, reducing one's own chess pieces, upgrading one's own chess pieces, adding equipment to one's own chess pieces, reducing equipment to one's own chess pieces, and increasing the buff effect of one's own chess pieces.
[0081] 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.
[0082] 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.
[0083] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.
[0084] 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.
[0085] 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.
[0086] 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.
[0087] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the card area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0088] Classification of card types:
[0089] In some embodiments, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a chess player card.
[0090] Chess Cards:
[0091] 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.
[0092] 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.
[0093] 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.
[0094] 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.
[0095] 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.
[0096] 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.
[0097] 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.
[0098] Effect Cards:
[0099] Effect cards are cards used to apply effects to at least one game factor within the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, 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.
[0100] 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.
[0101] 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.
[0102] 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:
[0103] 1. Increase the probability and / or quantity of chess cards obtained by your players;
[0104] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;
[0105] 3. Reduce the energy consumed by your players when acquiring chess cards;
[0106] 4. Increase the number of chess cards that your players can exchange for;
[0107] 5. Reduce the energy consumed by your players when exchanging chess cards;
[0108] 6. Improve the level of at least one chess piece on the field;
[0109] 7. Add equipment to at least one chess piece on the field;
[0110] 8. Upgrade the equipment level of at least one chess piece on the field;
[0111] 9. Reduce energy consumption when playing / changing cards;
[0112] 10. Increase the probability of obtaining certain cards;
[0113] 11. Increase the number of cards that can be obtained;
[0114] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.
[0115] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish the card deck to 5; 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.
[0116] 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.
[0117] 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.
[0118] Equipment Cards:
[0119] Equipment cards are used to equip at least one of your own chess pieces. Figure 6A schematic diagram of an equipment card provided by an exemplary embodiment of the present application is shown. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, an energy value 43 consumed when the card is played, and an equipment description 44 of the equipment card.
[0120] The equipment icon 41 may be an icon used to represent an equipment image or equipment effect. 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.
[0121] 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.
[0122] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.
[0123] Chess player cards:
[0124] 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.
[0125] 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.
[0126] The card icon 51 may be an icon used to represent the effect of the card. Figure 7 The player card name 52 is the name of the player card or the name of the effect.
[0127] 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.
[0128] 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 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.
[0129] Based on the introduction of the above four types of cards:
[0130] 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.
[0131] 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.
[0132] 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.
[0133] How to obtain cards:
[0134] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:
[0135] 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.
[0136] 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.
[0137] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.
[0138] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.
[0139] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.
[0140] 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.
[0141] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.
[0142] Obtaining condition 8: Purchase card operation.
[0143] 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.
[0144] 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.
[0145] Figure 8 A flowchart of a method for interactively playing a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment uses the method executed by a terminal as an example. The method includes:
[0146] Player selection phase:
[0147] 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;
[0148] 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.
[0149] 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.
[0150] 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.
[0151] 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.
[0152] 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.
[0153] 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.
[0154] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.
[0155] Preparation phase for each round:
[0156] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a card area;
[0157] Combined with reference Figure 10 The board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The card area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the card area 11 is 0.
[0158] Optionally, attribute information for the n player objects participating in the current game is also displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. Player skill buttons 64 are displayed in the lower left corner of the game interface. A swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The swap button 14 is used to replace one or more cards in the card area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.
[0159] 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.
[0160] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own chess piece;
[0161] 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:
[0162] 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;
[0163] 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;
[0164] 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;
[0165] 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.
[0166] Since the battle situation in each round of turn-based battle is different, the cards of each player object are different, and the playing habits of each player object are different, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.
[0167] Regarding step 362 (chess card):
[0168] In some embodiments, the cards located in the card area include a first chess piece card. In response to a play operation on the first chess piece card, a first local chess piece is added to the chessboard area, where the first local chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first local chess piece is a chess piece that has not been summoned to the chessboard area.
[0169] 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.
[0170] 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.
[0171] 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.
[0172] The first chess card is Figure 10 Take the 4th card in as an example, combined with reference Figure 11 In response to a drag operation on the first chess piece card, a first own chess piece 17 and a first indicator arrow 18 are displayed. First own chess piece 17 is a three-dimensional piece that slides in response to the real-time position of the drag operation. First indicator arrow 18 starts at the position of the first chess piece card before it is played and ends at the real-time position of the drag operation. If the drag operation is released at the first candidate square, first own chess piece 17 is summoned to the first candidate square.
[0173] based on Figure 11 It can be seen that this interaction method cancels the chess piece preparation area, and the card area takes into account the functions of chess piece acquisition and preparation at the same time, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.
[0174] In some embodiments, the cards located in the card area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already exists in the chessboard area, the chess piece level of the second local chess piece is upgraded in the chessboard area, where the second local chess piece is the chess piece corresponding to the second chess piece card.
[0175] 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.
[0176] Regarding step 364 (equip the card):
[0177] In some embodiments, the cards in the card area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced-size equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow.
[0178] 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;
[0179] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.
[0180] Regarding step 366 (effect card):
[0181] In some embodiments, the cards in the card area include effect cards. In response to a play operation on the effect card, an effect is added to at least one of the own chess pieces, and / or an effect is added to the card acquisition process.
[0182] According to the objects of action, effect cards are divided into two categories:
[0183] Type 1: Increases the effect on the own chess pieces within the chessboard area;
[0184] Type 2: Adds effects to the card acquisition process.
[0185] 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.
[0186] 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.
[0187] Regarding step 368 (player card):
[0188] In response to the play operation on the player's card, at least one of the following preparation operations is performed:
[0189] 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.
[0190] 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.
[0191] 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.
[0192] Card swap function:
[0193] During the preparation phase, your player can also exchange one or more cards in the deck. Clicking the swap button allows you to swap one or more cards. Swapping cards consumes energy. For example, you can only swap cards once per round, but you can swap multiple cards at once. Each card you swap costs 1 energy.
[0194] Delete card function:
[0195] 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.
[0196] Player level upgrade function:
[0197] 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.
[0198] 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.
[0199] The battle phase of each round:
[0200] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;
[0201] 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.
[0202] 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.
[0203] Battle settlement phase:
[0204] 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.
[0205] 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.
[0206] When the health value is deducted to zero, the player is eliminated from the game.
[0207] 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.
[0208] In some embodiments, the damage calculation is based on the number of pieces remaining on the winning side's board. Figure 14 Shown is the animation effect of calculating the life value of the opponent's chess piece 19 when the opponent is the loser, and then calculating the life value of the opponent's chess piece virtual character 61. A life value progress bar can be displayed on the top of the chess piece virtual character 61.
[0209] 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.
[0210] 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.
[0211] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the card area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0212] 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.
[0213] 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.
[0214] Figure 16 A flowchart of a resource updating method in Auto Chess provided by an exemplary embodiment of the present application is shown. The method includes the following steps.
[0215] Step 1601: Display the Auto Chess game screen. The Auto Chess game screen includes a chessboard area and a card area. The chessboard area is used to display virtual chess pieces in battle, and the card area is used to display unused virtual cards.
[0216] In some embodiments, a virtual chess piece refers to a character piece that can move and attack autonomously during an Auto Chess game. If the board area is a two-dimensional board, the virtual chess piece is also a two-dimensional piece, displayed as a two-dimensional icon or image. If the board area is a three-dimensional board, the virtual chess piece is also a three-dimensional piece, displayed as a three-dimensional model or image.
[0217] In some embodiments, virtual cards are randomly distributed by the terminal at the beginning of a game round and are used to exchange for virtual chess pieces. The virtual cards are displayed in the form of cards, and the display information of the virtual cards may include the name, icon, the amount of virtual resources consumed when playing the card, and the card description. In the case of a chess piece card, the virtual card displays at least one of the following information: the chess piece image, the chess piece name, the energy value consumed when playing the virtual card, the chess piece type or faction to which the chess piece belongs, the level of the chess piece after playing the card, and a description of the additional effects of the chess piece.
[0218] In some embodiments, the chessboard area is used to display the layout of the player's chess pieces in the Auto Chess game screen. The chessboard area has a number of squares that are used to determine the initial positions of the virtual chess pieces before the start of a round of the game.
[0219] In some embodiments, the card area is used to display unused virtual cards. Virtual cards in the card area can be used to redeem virtual chess pieces, virtual equipment, virtual effects, etc. The specific redemption items can be determined based on the card type and card identification of the virtual card. Virtual cards can also be exchanged for virtual resources through deletion operations, and the virtual resources can be used to exchange for virtual cards.
[0220] For example, Figure 17 As shown, in Auto Chess game screen 1710, there is a board area 1701 and a card area 1702. Board area 1701 has no virtual chess pieces in play, while card area 1702 contains unused virtual cards 1703. In Auto Chess game screen 1720, virtual cards 1703 are being used, and board area 1701 displays virtual chess pieces 1704 in play.
[0221] Step 1602: Upon receiving a use operation on a first virtual card in the card area, and if the first virtual card is a chess piece card, displaying a first virtual chess piece corresponding to the first virtual card in the chessboard area, and reducing a first amount of virtual resources, where the first amount is a resource consumption of using the first virtual card, wherein the used first virtual card is deleted from the card area.
[0222] In some embodiments, the operation of using a virtual card can be a move operation, such as in response to the operation of moving a virtual card to the chessboard area, the virtual card becomes a corresponding virtual chess piece; it can also be a selection operation, such as first selecting a virtual card and then selecting a target placement position on the chessboard area to determine the placement position of the virtual card corresponding to the virtual chess piece; it can also be other operations of using virtual cards to obtain virtual chess pieces, which will not be described in detail in the embodiments of the present application.
[0223] In some embodiments, virtual cards may include multiple card types. Optionally, the virtual card types may include chess pieces, equipment, effects, and the like. Chess pieces are used to exchange for corresponding virtual chess pieces. The process of exchanging chess pieces for virtual chess pieces consumes a certain amount of virtual resources. The amount of virtual resources consumed is determined by the specific virtual card.
[0224] It should be noted that after consuming virtual resources to redeem chess card to obtain the corresponding virtual chess piece, the virtual chess piece cannot be restored back to the chess card, that is, the used virtual card cannot be returned to the card area for reuse.
[0225] In some embodiments, the first virtual card refers to an unused virtual card in the card area that is selected by a use operation. Optionally, the first virtual card may be one or more. That is, the use operation may use a single virtual card to obtain a corresponding single virtual chess piece, or may use multiple virtual cards simultaneously to obtain virtual chess pieces corresponding to each virtual card. After the first virtual card is used, the terminal deletes the first virtual card from the card area and displays the first virtual chess piece in the chessboard area.
[0226] In some embodiments, virtual resources are used to redeem virtual cards. Exemplarily, the virtual resources may be energy, gold coins, or other forms of virtual resources. If the first virtual card is a chess piece, the virtual resources are used to convert the first virtual card into the first virtual chess piece. Virtual cards have a defined resource consumption, which represents the amount of virtual resources required to use the virtual card. Resource consumption varies between virtual cards. It should be noted that virtual resources are consumed when using a virtual card, but not when acquiring a virtual card.
[0227] For example, Figure 17 As shown, in the Auto Chess game screen 1710, the first virtual card 1703 is an unused chess piece card in the card area 1702, and the resource quantity of the virtual resource 1705 is 2. When a use operation is received on the first virtual card 1703 in the card area 1702, as shown in the Auto Chess game screen 1720, the terminal displays the first virtual chess piece 1704 in the chessboard area 1701, the resource quantity of the virtual resource 1705 is 1, and the resource consumption of the virtual resource 1705 is 1, that is, the first quantity is 1, and the first virtual card 1703 in the card area 1702 disappears.
[0228] Step 1603: When a delete operation is received on the second virtual card in the card area, a second amount of virtual resources is increased, and the second virtual card is deleted from the card area, wherein the amount of resource increase for deleting different virtual cards is the same.
[0229] In some embodiments, the second virtual card is located in the card area. Optionally, the deletion operation on the second virtual card can be a move operation, such as moving the virtual card to the deletion area, or a selection operation, such as selecting the second virtual card and clicking a delete button. This embodiment of the application will not be described in detail.
[0230] In an illustrative example, Figure 18 As shown, the card area contains virtual card 1801, virtual card 1802, virtual card 1803, and second virtual card 1804. The terminal receives an operation to move second virtual card 1804 to the deletion area. Subsequently, the resource quantity of virtual resource 1805 changes from 1 to 2, and the resource increase amount is 1. Virtual card 1801, virtual card 1802, and virtual card 1803 remain in the card area.
[0231] It should be noted that different virtual cards in the card area may have different qualities. Deleting different virtual cards will result in the same resource increase. This means that deleting a high-quality virtual card will result in the same resource increase as deleting a low-quality virtual card. For example, a virtual card with a cost of 1 (a resource cost of 1 when used) and a virtual card with a cost of 2 will both receive 1 energy when deleted.
[0232] It should be noted that step 1603 can be executed before step 1602, and the embodiment of the present application does not limit the execution order of step 1602 and step 1603.
[0233] In summary, the method provided in this embodiment can eliminate the store in traditional Auto Chess based on the playing characteristics of the cards through chess pieces and 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.
[0234] The method provided in this embodiment can also obtain virtual resources by deleting virtual cards, thereby enriching the ways to obtain virtual resources and improving the strategic richness of the auto chess game; and when deleting virtual cards, a fixed number of virtual resources are added, and there is no need to calculate the increase or decrease in the number of virtual resources based on the quality of the virtual cards, which facilitates users to quickly calculate virtual resources and then make relevant decisions, further improving the efficiency of human-computer interaction.
[0235] Optionally, in addition to obtaining virtual resources by deleting virtual cards, the terminal may also obtain virtual resources by deleting virtual chess pieces.
[0236] In some embodiments, when the terminal receives a deletion operation on the first virtual chess piece in the chessboard area, it increases a second amount of virtual resources and deletes the first virtual chess piece from the chessboard area, wherein the amount of resource increase for deleting different virtual chess pieces is the same, and the amount of resource increase for deleting virtual chess pieces of different levels is the same.
[0237] In the embodiments of the present application, the level is used to represent the quality of the virtual chess piece. A higher level virtual chess piece has a higher quality, and a lower level virtual chess piece has a lower quality. Deleting virtual chess pieces of different levels increases the resource amount by the same amount. That is, deleting a high-level virtual chess piece increases the resource amount by the same amount as deleting a low-level virtual chess piece.
[0238] In the above embodiment, when deleting a virtual chess piece, a fixed amount of virtual resources is added, and there is no need to calculate the increase or decrease of virtual resources according to the quality of the virtual chess piece, which facilitates users to quickly calculate virtual resources and improves human-computer interaction efficiency.
[0239] It should be noted that the resource increase amount for deleting a virtual card in the card area and the resource increase amount for deleting a virtual chess piece in the chessboard area are both the second amount. Optionally, the resource increase amount for deleting a virtual card in the card area and the resource increase amount for deleting a virtual chess piece in the chessboard area can be the same or different.
[0240] Optionally, when receiving a deletion operation on the first virtual chess piece in the chessboard area, the terminal may perform the following sub-steps.
[0241] Sub-step 1: upon receiving a deletion operation on a first virtual chess piece in the chessboard area and in case the chess piece level of the first virtual chess piece is greater than a level threshold, displaying a deletion confirmation prompt.
[0242] In a possible implementation, when the terminal receives a deletion operation of the first virtual chess piece in the chessboard area and the chess piece level of the first virtual chess piece is greater than the level threshold, the terminal displays a deletion confirmation prompt box, which includes "Confirm" and "Cancel" options.
[0243] It should be noted that, when the chess piece level of the first virtual chess piece is less than or equal to the level threshold, the quality of the virtual chess piece is low, the loss caused by deleting the virtual chess piece is small, and the terminal does not need to display a deletion confirmation prompt.
[0244] Sub-step 2: In response to a confirmation operation on the deletion confirmation prompt, increase a second amount of virtual resources and delete the first virtual chess piece from the chessboard area.
[0245] In one possible implementation, the terminal automatically performs a confirmation operation when the countdown of the deletion confirmation prompt box is cleared, and then increases the second amount of virtual resources in response to the confirmation operation of the deletion confirmation prompt, and deletes the first virtual chess piece from the chessboard area.
[0246] In another possible implementation, upon receiving a trigger operation for the "confirm" option, the terminal increases the second amount of virtual resources and deletes the first virtual chess piece from the chessboard area.
[0247] In an illustrative example, Figure 19As shown, in Auto Chess game screen 1910, there is a virtual chess piece 1901 on chessboard area 1900, and the chess piece level 1902 of virtual chess piece 1901 is level 3. When the terminal receives a deletion operation to move virtual chess piece 1901 to the deletion area, based on the backend level threshold of level 2, it determines that the chess piece level of virtual chess piece 1901 exceeds the level threshold, and then displays a deletion confirmation prompt 1903, as shown in Auto Chess game screen 1920. Subsequently, in response to the confirmation operation, the terminal adds one virtual resource 1904 and deletes the first virtual chess piece 1901 from chessboard area 1900. As shown in Auto Chess game screen 1930, the number of virtual resources 1904 is 3, and there is no virtual chess piece 1901 in chessboard area 1900.
[0248] In the embodiment of the present application, the terminal displays a deletion confirmation prompt, which can effectively prevent the first virtual chess piece from being accidentally deleted when the terminal receives an erroneous operation. Subsequently, the terminal increases the second amount of virtual resources only after confirming the deletion operation, ensuring that the deletion operation is consistent with the player's intention and improving the accuracy of human-computer interaction operations.
[0249] In some embodiments, the card types of virtual cards also include equipment. Equipment cards are used to equip virtual chess pieces with virtual equipment to enhance their combat capabilities. When a terminal receives a delete operation for a first virtual chess piece, the first virtual chess piece may or may not be carrying virtual equipment.
[0250] Optionally, the first virtual chess piece may be a virtual chess piece carrying virtual equipment. When the terminal receives a delete operation on the first virtual chess piece in the chessboard area, the terminal adds a third virtual card corresponding to the virtual equipment in the card area, where the third virtual card is an equipment card.
[0251] Optionally, the third virtual card may be a virtual card that does not require the consumption of virtual resources again. Optionally, the terminal may also reduce the amount of virtual resources based on the resource consumption of the third virtual card when the third virtual card is used again.
[0252] In some embodiments, there may be some important virtual cards in the card area. To avoid deletion of important virtual cards due to erroneous operations, the terminal may display a deletion confirmation prompt for the deletion operation of a specific type of virtual card, including the following steps.
[0253] Step 1: When a deletion operation is received for a second virtual card in the card area, and the second virtual card belongs to a target type of virtual card, a deletion confirmation prompt is displayed.
[0254] In some embodiments, target virtual cards are virtual cards that cannot be obtained through dealing, drawing, or exchanging cards, or are relatively rare virtual cards due to a low acquisition rate. Target virtual cards may include at least one of equipment cards, player cards, and effect cards.
[0255] In a possible implementation, when the terminal receives a deletion operation on the second virtual card in the card area, and the second virtual card belongs to the target type of virtual card, the terminal displays a deletion confirmation prompt box including confirmation and denial options.
[0256] Step 2: In response to a confirmation operation on the deletion confirmation prompt, a second amount of virtual resources is increased, and a second virtual card is deleted from the card area.
[0257] In one possible implementation, the terminal automatically performs a confirmation operation when the countdown of the deletion confirmation prompt box is cleared, and then increases the second amount of virtual resources in response to the confirmation operation of the deletion confirmation prompt, and deletes the second virtual card from the card area.
[0258] In another possible implementation, upon receiving a trigger operation for the "Confirm" option, the terminal increases the second amount of virtual resources and deletes the second virtual card from the card area.
[0259] Optionally, the amount of resource increase for deleting a target virtual card in the card area may be the same as or different from the amount of resource increase for other virtual cards in the card area, and this embodiment of the present application does not limit this.
[0260] In the above embodiment, when the terminal receives a deletion operation on a target virtual card, it displays a deletion confirmation prompt to avoid accidental deletion of the target virtual card, ensures that the deletion operation is consistent with the player's intention, and improves the accuracy of human-computer interaction operations.
[0261] In some embodiments, after the terminal receives a delete operation to delete a second virtual card from the card area, a fourth virtual card identical to the second virtual card may still exist in the card area. The terminal can determine the player's intention based on the delete operation on the second virtual card and, if it determines that the fourth virtual card identical to the second virtual card is no longer needed, perform a batch deletion of the fourth virtual cards. Specifically, this may include the following steps.
[0262] Step 1: When a fourth virtual card identical to the second virtual card exists in the card area, a batch deletion prompt is displayed.
[0263] In some embodiments, the fourth virtual card refers to a chess piece card that is the same as the second virtual card. Optionally, the fourth virtual card may include a single card or multiple cards, and the fourth virtual card does not include the second virtual card.
[0264] In one possible embodiment, when the terminal receives a delete operation to delete a second virtual card and a fourth virtual card identical to the second virtual card exists in the card area, the terminal displays a batch delete prompt box, which includes confirmation and denial options. For example, the terminal displays a prompt box including the prompt text "Are you sure you want to batch delete the selected cards?" and option buttons "Yes" and "No."
[0265] Optionally, the fourth virtual card may be another type of virtual card. When the fourth virtual card includes the target type virtual card, the terminal may continue to display a deletion confirmation prompt box. For example, the terminal may display a deletion confirmation prompt box containing the prompt text "The selected cards include important cards. Do you confirm deletion?" and containing "Yes" and "No" option buttons.
[0266] Step 2: In response to a confirmation operation on the batch deletion prompt, a third amount of virtual resources is added, and the fourth virtual card is deleted from the card area, where the third amount is determined based on the amount of the fourth virtual card and the second amount.
[0267] In some embodiments, since each fourth virtual card is the same as the second virtual card, the amount of resource increase resulting from deleting each fourth virtual card is the same.
[0268] In one possible implementation, the terminal obtains an increase in resources for deleting all fourth virtual cards based on the number of fourth virtual cards and an increase in resources for deleting a single fourth virtual card, and then adds the increase in resources to the second amount to obtain a third amount.
[0269] In an illustrative example, Figure 20 As shown, the card area contains virtual card 2001, virtual card 2002, virtual card 2003, and a second virtual card 2004, and the resource quantity of virtual resource 2005 is 1. The terminal receives an operation to move second virtual card 2003 to the deletion area, then determines whether a virtual card identical to virtual card 2003 exists in the card area. If so, it displays a batch deletion prompt 2006. In response to the confirmation operation, the terminal deletes virtual card 2002 and virtual card 2003. The resource increment for deleting a single virtual card is 1, and the resource increment for deleting two virtual cards is 2. Finally, virtual card 2001 and virtual card 2004 remain in the card area, and the resource quantity of virtual resource 2005 is 3.
[0270] In other embodiments, the terminal also implements a batch deletion operation for virtual cards by simultaneously selecting multiple virtual cards. In one possible implementation, in response to a triggering operation for the batch deletion function, the terminal displays card options for virtual cards in the card area. Upon receiving a selection operation for multiple virtual cards and a deletion operation, the terminal batch deletes the selected multiple virtual cards. Optionally, the terminal's batch deletion process for multiple virtual cards can be a continuous operation. For example, if the terminal receives a long press operation on a virtual card and then immediately receives a horizontal slide selection operation, the terminal determines that the multiple virtual cards are batch selected and deleted.
[0271] In the above embodiment, the terminal can delete virtual cards in batches. The terminal deletes the same virtual cards in batches, thereby improving the efficiency of deleting the same virtual cards and further improving the efficiency of human-computer interaction.
[0272] In some embodiments, the random nature of virtual card drawing makes it difficult for players to obtain the virtual cards they need, limiting the scope for implementing their strategies. To enhance the diversity of Auto Chess game strategies, the terminal can modify the number of virtual cards in the personal deck based on historical deletion operations, thereby changing the probability of virtual card drawing and making it easier for players to draw the desired virtual cards according to their strategies.
[0273] join Figure 21 , which shows a flow chart of a method for updating resources in Auto Chess provided by another exemplary embodiment of the present application. The method includes the following steps.
[0274] Step 2110: Display the Auto Chess game screen. The Auto Chess game screen includes a chessboard area and a card area. The chessboard area is used to display virtual chess pieces in battle, and the card area is used to display unused virtual cards.
[0275] Step 2120: When a delete operation is received on the second virtual card in the card area, a second amount of virtual resources is increased, and the second virtual card is deleted from the card area, wherein the amount of resource increase for deleting different virtual cards is the same.
[0276] In the embodiment of the present application, the implementation of steps 2110 to 2120 can refer to steps 1601 and 1603, and the embodiment of the present application will not be repeated here.
[0277] Step 2130: Update the card deletion list of the current player based on the second virtual card. The card deletion list is used to record the virtual card deletion status of the current game.
[0278] In some embodiments, when the current player starts a game with other players, there is no virtual card deletion in the card deletion list. After the terminal deletes the virtual card, the terminal records the virtual card deletion of the game.
[0279] Optionally, the card deletion list may include card identifiers and deletion counts of historically deleted cards.
[0280] Step 2140: Based on the card deletion list and the global deck, determine the personal deck of the current player. The global deck is the deck shared by different players in the same game.
[0281] In some embodiments, the global deck is used to replenish virtual cards for the current player during a round of play. Specifically, the terminal selects virtual cards from the global deck for card distribution. However, the distributed virtual cards do not exist in the global deck. For example, if the enemy player is allocated all virtual cards identical to a single virtual card, the global deck does not contain that virtual card, and the current player cannot be allocated that virtual card.
[0282] In some embodiments, a personal deck is a virtual deck for each player in the same game. The personal deck is based on the global deck, and compared to the global deck, the personal deck lacks all or some virtual cards. When a single virtual card is allocated from the global deck, the number of virtual cards in the global deck is reduced by one, and the virtual card is also deleted from the personal deck. It should be noted that a personal deck does not have a negative number of virtual cards. If the global deck reduces the number of virtual cards that are not in the personal deck, the personal deck remains unchanged.
[0283] In an illustrative example, Figure 22 As shown, global deck 2210 includes four virtual cards 2201, two virtual cards 2202, and three virtual cards 2203, while personal deck 2220 includes three virtual cards 2201, zero virtual cards 2202, and three virtual cards 2203. When the terminal distributes virtual card 2202 to the enemy player, one virtual card 2202 remains in global deck 2210. Since personal deck 2220 has no virtual card 2202, personal deck 2220 remains unchanged.
[0284] Optionally, the terminal may select virtual cards from a personal deck for distribution, or may select virtual cards from a global deck for distribution.
[0285] Optionally, the global deck and the personal deck can be decks of chess cards, decks of other types of virtual cards, or comprehensive decks of multiple types of virtual cards.
[0286] In a possible implementation, the terminal removes some virtual cards related to the deletion record from the global deck according to the virtual card deletion recorded in the card deletion list to obtain a personal deck.
[0287] Step 2150: When there is a need to deal cards, virtual cards are allocated to the current player based on the personal deck.
[0288] Optionally, the situation where there is a need to deal cards may include allocating virtual cards to the current player based on the personal deck at the beginning of a game round.
[0289] In one possible implementation, when there is a need to deal cards, the terminal allocates virtual cards to the current player based on the existence of virtual cards in the current player's personal deck, and then synchronously deletes the virtual cards in the global deck and the personal deck.
[0290] The method provided in the embodiment of the present application can filter virtual cards according to the historical deletion of virtual cards to obtain a personal deck. By allocating virtual cards from the personal deck, the probability of players obtaining the required virtual cards is increased, the restrictions on player strategies caused by random card drawing are reduced, and the richness of auto chess strategies is improved.
[0291] It should be noted that when a virtual card is deleted, it will be returned to the global deck and participate in the subsequent distribution of virtual cards, and the deleted virtual card will not appear in the personal deck.
[0292] For example, Figure 23 As shown, global deck 2310 includes four virtual cards 2301, one virtual card 2302, and three virtual cards 2303, while personal deck 2320 includes three virtual cards 2301, zero virtual cards 2302, and three virtual cards 2303. After the terminal deletes a single virtual card identical to virtual card 2302 from the card area, the number of virtual cards 2302 in global deck 2310 becomes two, while personal deck 2320 remains unchanged.
[0293] In some embodiments, when the card deletion list includes the card identification and deletion number of historically deleted cards, the terminal deletes cards from the global deck based on the card identification and deletion number in the card deletion list to obtain the current player's personal deck.
[0294] In one possible implementation, the terminal deletes the virtual cards corresponding to the card identifiers of historically deleted cards in the global deck according to the number of deletions recorded in the card deletion list, thereby obtaining the personal deck of the current virtual chess player. Identical virtual cards have identical card identifiers. It should be noted that if the number of virtual cards corresponding to a card identifier in the global deck is less than or equal to the number of deletions, the number of virtual cards corresponding to that card identifier in the personal deck is reset to zero.
[0295] In an illustrative example, Figure 24 As shown, card deletion list 2400 records the number of virtual cards 2401 deleted as 1, the number of virtual cards 2402 deleted as 3, and the number of virtual cards 2403 deleted as 2. Global deck 2410 includes four virtual cards 2401, two virtual cards 2402, and three virtual cards 2403. Because the number of virtual cards 2402 in the global deck is insufficient to subtract the number of virtual cards recorded in card deletion list 2400 (i.e., 2-3<0), the number of virtual cards 2402 in personal deck 2420 is reset to zero. There are now three virtual cards 2401 and one virtual card 2403 remaining in personal deck 2420.
[0296] Considering that a player's intention in deleting virtual cards may not be to filter out the virtual cards they need, updating the personal deck will reduce the probability of obtaining the virtual cards they actually need. Based on the above reasoning, when the number of deletions corresponding to the card identifier reaches a threshold, the terminal can delete the virtual card represented by the card identifier from the global deck based on the number of deletions, thereby obtaining the current player's personal deck.
[0297] In one possible implementation, when a terminal deletes a virtual card, the terminal updates a card deletion list based on the card identifier of the virtual card. The terminal then determines whether the number of virtual cards represented by the card identifier that have been deleted has reached a threshold. If the number of deletions corresponding to the card identifier has reached the threshold, the terminal deletes the virtual card represented by the card identifier from the global deck based on the number of deletions, thereby obtaining the current player's personal deck.
[0298] In one exemplary example, if the number of virtual cards represented by the terminal's deleted card identifier is 1, the terminal has difficulty determining whether the virtual card is an unnecessary virtual card. The terminal updates the card deletion list, but does not update the personal deck based on the updated card deletion list. If the number of virtual cards represented by the card identifier is 2, and the number threshold is 2, the terminal determines that the deletion number has reached the number threshold, indicating that the virtual card is not the virtual card the player actually needs and that the probability of obtaining the virtual card needs to be reduced. The terminal then updates the card deletion list and, based on the deletion number recorded in the updated card deletion list, deletes the virtual card represented by the card identifier from the global deck, thereby obtaining the personal deck.
[0299] Optionally, the current player can replace unnecessary virtual cards through a card exchange operation, that is, the situation where there is a need to deal cards also includes a card exchange situation.
[0300] In some embodiments, upon receiving a card exchange operation on the fifth virtual card in the card area, the terminal allocates virtual cards to the current player based on the personal deck, and the card exchange operation is used to trigger the use of the fifth virtual card to exchange for other virtual cards, and delete the fifth virtual card from the card area.
[0301] In one possible embodiment, in response to the triggering operation of the card exchange button, the terminal selects a virtual card from the personal deck, displays it in the card area, and deletes the virtual card from the personal deck and the global deck. At the same time, the terminal deletes the fifth virtual card in the card area.
[0302] Optionally, after deleting the fifth virtual card, the terminal may update the card deletion list based on the fifth virtual card, so as to subsequently redetermine the personal deck and allocate virtual cards to the current player based on the personal deck.
[0303] In one possible implementation, if the card deletion list includes a card identifier and a deletion count, the terminal updates the deletion count of the fifth virtual card. Specifically, if the card identifier of the fifth virtual card is not included in the card deletion list, the terminal adds the card identifier of the fifth virtual card to the card deletion list and records the deletion count of the fifth virtual card; if the card identifier of the fifth virtual card is included in the card deletion list, the terminal increases the deletion count of the fifth virtual card.
[0304] Optionally, the virtual card distributed by the terminal may be selected from virtual cards other than the fifth virtual card, ie, different from the fifth virtual card, or may include the fifth virtual card, ie, be the same as the fifth virtual card.
[0305] Regarding the situation different from the fifth virtual card, in one possible implementation, the terminal deletes the fifth virtual card in the card area and all virtual cards in the personal deck that are identical to the fifth virtual card, updates the card deletion list, and then redefines the personal deck and allocates virtual cards from the personal deck.
[0306] Regarding the same situation as the fifth virtual card, in one possible implementation, the terminal increases the deletion quantity of the fifth virtual card in the card deletion list according to the card identifier and quantity of the deleted fifth virtual card, and then redetermines the personal deck and allocates virtual cards from the personal deck.
[0307] In the above embodiment, when the terminal receives a card exchange operation, the card deletion list is updated according to the card exchange situation, so as to facilitate the subsequent update of the personal deck, and virtual cards are allocated from the personal deck, so that the player can quickly obtain the required virtual cards through the card exchange operation, thereby improving the efficiency of virtual card screening and thus improving the efficiency of human-computer interaction.
[0308] In some embodiments, when there is a need to deal cards, the remaining virtual cards in the personal deck may or may not meet the need to deal cards. For example, if there is a single chess card in the global deck and all virtual cards identical to the virtual card in the personal deck have been deleted, the remaining virtual cards in the personal deck will not meet the need to deal cards. In summary, the need to deal cards can include the following two situations.
[0309] Case 1: When there is a demand for dealing cards and the remaining virtual cards in the personal deck meet the demand for dealing cards, virtual cards are allocated to the current player based on the personal deck.
[0310] In some embodiments, the remaining virtual cards in the personal deck satisfying the dealing requirement means that the terminal is able to select virtual cards from the personal deck under the dealing rules indicated by the dealing requirement. For example, the terminal determines to allocate chess pieces based on the dealing rules indicated by the dealing requirement, and the presence of chess pieces in the personal deck satisfies the dealing requirement.
[0311] Case 2: When there is a need to deal cards and the remaining virtual cards in the personal deck do not meet the need to deal cards, virtual cards are allocated to the current player based on the global deck.
[0312] In some embodiments, the situation where the remaining virtual cards in the personal deck do not meet the dealing requirements means that the terminal is unable to select virtual cards from the personal deck under the dealing rules indicated by the dealing requirements. For example, the terminal determines to distribute chess pieces based on the dealing rules indicated by the dealing requirements, but the virtual cards in the personal deck have been cleared due to a deletion operation. Therefore, the terminal cannot distribute virtual cards from the personal deck, but the chess pieces returned to the global deck due to the deletion operation still exist in the global deck.
[0313] In one possible scenario, the number of virtual cards deleted recorded in the card deletion list is greater than or equal to the number of virtual cards in the global deck, and the number of virtual cards in the personal deck is zero. The terminal can allocate the virtual card from the global deck, but cannot allocate the virtual card from the personal deck.
[0314] For example, there are three virtual cards: a first card, a second card, and a third card. The first and second cards in the global deck have all been allocated, leaving only two third cards. If the number of deleted third cards in the card deletion list is two, the terminal cannot allocate virtual cards to the current player based on the personal deck and can only allocate virtual cards based on the global deck.
[0315] Optionally, when there is a demand for dealing cards and the remaining virtual cards in the personal deck do not meet the demand for dealing cards, the terminal may reset the personal deck.
[0316] In one possible implementation, the terminal updates the personal deck to be consistent with the global deck and clears the card deletion list. Subsequently, upon receiving a deletion operation, the terminal updates the card deletion list and subsequently distributes virtual cards to the current player based on the personal deck when a card deal is required.
[0317] Optionally, when there is a need to deal cards and the remaining virtual cards in the personal deck do not meet the need to deal cards, the terminal can also retain the personal deck so that when the remaining virtual cards in the personal deck meet the need to deal cards, virtual cards can continue to be allocated to the current player based on the personal deck.
[0318] In the above embodiment, by judging whether the personal deck meets the requirements for dealing cards, virtual cards are allocated to the current player from the personal deck that meets the requirements for dealing cards. If the requirements are not met, virtual cards are allocated to the current player from the global deck, thereby avoiding abnormal dealing due to the lack of virtual cards that can be allocated in the personal deck.
[0319] In some embodiments, an Auto Chess game may include an economic mechanism whereby a player's intention in deleting virtual cards may not be to filter out desired virtual cards by deleting unnecessary virtual cards, but rather to increase economic gains. For example, in the first n rounds of a game, where n is a positive integer, if a terminal receives a delete operation for all virtual cards in a card area, the terminal deletes all virtual cards in the card area and replenishes a certain amount of virtual resources based on the amount of virtual resources gained from deleting the virtual cards.
[0320] In the above embodiment, the terminal may misjudge the deletion intention, thereby reducing the probability of the current player being allocated the required virtual card.
[0321] In order to determine that the purpose of the virtual card deletion operation is to remove unnecessary virtual cards and obtain the virtual cards actually required by the player, optionally, when the deletion operation of the second virtual card is not in the first n rounds of the game, the terminal can update the current player's card deletion list based on the second virtual card, where n is a positive integer.
[0322] In one possible implementation, the terminal first determines whether the current player is in the first n rounds of the game. If the current player is in the first n rounds of the game, the terminal does not update the card deletion list; if the current player is not in the first n rounds of the game, the terminal updates the card deletion list of the current player based on the deleted second virtual card.
[0323] In some embodiments, the current player may have a target player skill that can be improved by deleting the second virtual card. When the target player skill is used, the terminal does not need to update the card deletion list, thereby avoiding reducing the probability of obtaining the virtual card required by the player.
[0324] Optionally, when the current player does not have the target player skill, the terminal updates the card deletion list of the current player based on the second virtual card, and the target player skill refers to a skill that gains benefits by deleting virtual cards.
[0325] Optionally, the aforementioned gains may include economic gains, effect gains, opportunity gains, gains in the number of virtual chess pieces in play or the number of virtual cards in the card area, etc. For example, deleting the second virtual card may gain additional virtual resources, increase skill strength, obtain free card exchange opportunities, increase the upper limit of the number of virtual chess pieces in play or virtual cards in the card area, etc.
[0326] In one possible implementation, the terminal first determines the chess skills possessed by the current player. If the current player is determined to possess the target chess skills, the terminal does not update the card deletion list. If the current player is determined not to possess the target chess skills, the terminal updates the card deletion list of the current player based on the deleted second virtual card.
[0327] Regarding the method for updating the current player's card deletion list, in one possible implementation, the terminal queries whether the card identifier of the deleted second virtual card exists in the card deletion list. If the card identifier exists in the card deletion list, the terminal updates the deletion count of the second virtual card. If the card identifier does not exist, the terminal adds the card identifier to the card deletion list and records the deletion count of the second virtual card.
[0328] Optionally, the number of second virtual cards deleted by the terminal may be a single card or multiple cards. The terminal updates the number of deleted cards in the card deletion list according to the number of second virtual cards deleted by the current deletion operation.
[0329] In an embodiment of the present application, the terminal determines whether the player's intention in deleting the second virtual card is to filter out unnecessary virtual cards in order to obtain the required virtual cards by judging the current round of the game or the current player's skill. If the player's intention is determined to be the aforementioned intention, the terminal updates the number of deleted second virtual cards in the card deletion list based on the card identifier and number of deleted second virtual cards, so that it can be used to subsequently update the personal deck, thereby improving the efficiency of virtual card screening and thus improving the efficiency of human-computer interaction.
[0330] See also Figure 25 , which shows a structural block diagram of an auto chess resource update device provided by an exemplary embodiment of the present application. The device includes the following modules.
[0331] Screen display module 2510, for displaying the Auto Chess game screen, the Auto Chess game screen including a chessboard area and a card area, the chessboard area is used to display the virtual chess pieces in play, and the card area is used to display unused virtual cards;
[0332] The chess piece display module 2520 is configured to, upon receiving a use operation on a first virtual card in the card area, display a first virtual chess piece corresponding to the first virtual card in the board area, and reduce a first amount of virtual resources, where the first amount represents the resource consumption of using the first virtual card. The first virtual card is deleted from the card area after use.
[0333] The card deletion module 2530 is configured to, upon receiving a deletion operation on a second virtual card in the card area, increase a second amount of virtual resources and delete the second virtual card from the card area, wherein the amount of resource increase for deleting different virtual cards is the same.
[0334] Optionally, the device further includes a chess piece deletion module, configured to:
[0335] Upon receiving a deletion operation on the first virtual chess piece in the chessboard area, the second amount of virtual resources is increased, and the first virtual chess piece is deleted from the chessboard area, wherein the amount of resource increase for deleting different virtual chess pieces is the same, and the amount of resource increase for deleting virtual chess pieces of different levels is the same.
[0336] Optionally, the chess piece deletion module is further used to:
[0337] When a deletion operation on the first virtual chess piece in the chessboard area is received and the chess piece level of the first virtual chess piece is greater than a level threshold, displaying a deletion confirmation prompt;
[0338] In response to a confirmation operation on the deletion confirmation prompt, the second amount of virtual resources is increased, and the first virtual chess piece is deleted from the chessboard area.
[0339] Optionally, the first virtual chess piece carries virtual equipment;
[0340] The chess piece deletion module is further used to:
[0341] When a deletion operation of the first virtual chess piece in the chessboard area is received, a third virtual card corresponding to the virtual equipment is added to the card area, where the third virtual card is an equipment card.
[0342] Optionally, the card deletion module 2530 is further configured to:
[0343] Upon receiving a deletion operation on the second virtual card in the card area, and if the second virtual card belongs to a target type of virtual card, displaying a deletion confirmation prompt;
[0344] In response to a confirmation operation on the deletion confirmation prompt, the second amount of virtual resources is increased, and the second virtual card is deleted from the card area.
[0345] Optionally, the card deletion module 2530 is further configured to:
[0346] If a fourth virtual card identical to the second virtual card exists in the card area, displaying a batch deletion prompt;
[0347] In response to a confirmation operation on the batch deletion prompt, a third number of virtual resources is increased, and the fourth virtual card is deleted from the card area, the third number being determined based on the number of the fourth virtual card and the second number.
[0348] Optionally, the device further includes:
[0349] a list updating module, configured to update the card deletion list of the current player based on the second virtual card, wherein the card deletion list is used to record virtual card deletion status of the current game;
[0350] A personal deck update module, configured to determine the personal deck of the current player based on the card deletion list and the global deck, wherein the global deck is a deck shared by different players in the same game;
[0351] The card distribution module is used to distribute virtual cards to the current chess player based on the personal card library when there is a demand for dealing cards.
[0352] Optionally, the card deletion list includes card identifiers and deletion counts of historically deleted cards;
[0353] The personal deck update module is further used to:
[0354] Based on the card identifiers and the deletion quantity in the card deletion list, cards are deleted from the global deck to obtain the personal deck of the current player.
[0355] Optionally, the personal deck update module is further configured to:
[0356] When the deletion quantity corresponding to the card identifier reaches a quantity threshold, the virtual card represented by the card identifier is deleted from the global deck based on the deletion quantity to obtain the personal deck of the current player.
[0357] Optionally, the card distribution module is further configured to:
[0358] When a game round begins, virtual cards are allocated to the current player based on the personal deck.
[0359] Optionally, the card distribution module is further configured to:
[0360] Upon receiving a card exchange operation for the fifth virtual card in the card area, virtual cards are allocated to the current player based on the personal deck, and the card exchange operation is used to trigger the use of the fifth virtual card to exchange for other virtual cards, and the fifth virtual card is deleted from the card area.
[0361] Optionally, the list updating module is further used to:
[0362] The card deletion list is updated based on the fifth virtual card.
[0363] Optionally, the card distribution module is further configured to:
[0364] When there is a demand for dealing cards and the remaining virtual cards in the personal deck meet the demand for dealing cards, allocating virtual cards to the current player based on the personal deck;
[0365] The card distribution module is further used to:
[0366] When the dealing requirement exists and the remaining virtual cards in the personal deck do not meet the dealing requirement, virtual cards are allocated to the current player based on the global deck.
[0367] Optionally, the list updating module is further used to:
[0368] If the deletion operation on the second virtual card is not in the first n rounds of the game, updating the card deletion list of the current player based on the second virtual card, where n is a positive integer;
[0369] or,
[0370] In the case that the current player does not have the target player skill, the card deletion list of the current player is updated based on the second virtual card, and the target player skill refers to a skill that obtains a benefit by deleting a virtual card.
[0371] In summary, the method provided in this embodiment can eliminate the store in traditional Auto Chess based on the playing characteristics of the cards through chess pieces and 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.
[0372] The method provided in this embodiment can also obtain virtual resources by deleting virtual cards, thereby enriching the ways to obtain virtual resources and improving the strategic richness of the auto chess game; and when deleting virtual cards, a fixed number of virtual resources are added, and there is no need to calculate the increase or decrease in the number of virtual resources based on the quality of the virtual cards, which facilitates users to quickly calculate virtual resources and then make relevant decisions, further improving the efficiency of human-computer interaction.
[0373] It should be noted that the apparatus provided in the above embodiments is merely exemplified by the division of the above functional modules. In actual applications, the above functions can be distributed among different functional modules as needed, that is, the internal structure of the apparatus can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments are based on the same concept. The implementation process is detailed in the method embodiments and will not be repeated here.
[0374] Please refer to Figure 26 , which shows a block diagram of the structure of a terminal 2600 provided in an exemplary embodiment of the present application. Terminal 2600 may be a portable mobile terminal, such as a smartphone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, or a Moving Picture Experts Group Audio Layer IV (MP4) player. Terminal 2600 may also be referred to as user equipment, a portable terminal, or other names.
[0375] Typically, the terminal 2600 includes a processor 2601 and a memory 2602 .
[0376] The processor 2601 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 2601 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 2601 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a central processing unit (CPU); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2601 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 2601 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.
[0377] Memory 2602 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 2602 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 2602 is used to store at least one instruction, which is executed by processor 2601 to implement the resource update method in Auto Chess provided in the embodiment of the present application.
[0378] In some embodiments, the terminal 2600 may optionally further include: a peripheral device interface 2603 and at least one peripheral device.
[0379] The peripheral device interface 2603 can be used to connect at least one input / output (I / O)-related peripheral device to the processor 2601 and the memory 2602. In some embodiments, the processor 2601, the memory 2602, and the peripheral device interface 2603 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2601, the memory 2602, and the peripheral device interface 2603 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0380] Those skilled in the art will understand that Figure 26 The structure shown in the figure does not constitute a limitation on the terminal 2600, and the terminal 2600 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0381] An embodiment of the present application also provides a computer-readable storage medium, which stores at least one instruction, and the at least one instruction is loaded and executed by a processor to implement the resource updating method in Auto Chess as described in the above embodiments.
[0382] An embodiment of the present application also provides a computer program product, which includes computer instructions, which are stored in a computer-readable storage medium. A processor obtains the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to implement the resource updating method in Auto Chess as described in the above embodiments.
[0383] Those skilled in the art will appreciate that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable storage medium or transmitted as one or more instructions or codes on a computer-readable storage medium. Computer-readable storage media include computer storage media and communication media, wherein communication media include any media that facilitates the transmission of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.
[0384] 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 updating resources in Auto Chess, characterized in that: The method comprises: Displaying an Auto Chess game screen, the Auto Chess game screen including a chessboard area and a card area, the chessboard area being used to display virtual chess pieces in play, and the card area being used to display unused virtual cards; Upon receiving a use operation of a first virtual card in the card area, and when the first virtual card is a chess piece card, displaying a first virtual chess piece corresponding to the first virtual card in the chessboard area, and reducing a first amount of virtual resources, where the first amount is a resource consumption of using the first virtual card, wherein the used first virtual card is deleted from the card area; When a deletion operation is received for a second virtual card in the card area, a second amount of virtual resources is increased and the second virtual card is deleted from the card area, wherein the amount of resource increase for deleting different virtual cards is the same.
2. The method according to claim 1, characterized in that The method further comprises: Upon receiving a deletion operation on the first virtual chess piece in the chessboard area, the second amount of virtual resources is increased, and the first virtual chess piece is deleted from the chessboard area, wherein the amount of resource increase for deleting different virtual chess pieces is the same, and the amount of resource increase for deleting virtual chess pieces of different levels is the same.
3. The method according to claim 2, characterized in that The step of increasing the second amount of virtual resources and deleting the first virtual chess piece from the chessboard area upon receiving a deletion operation on the first virtual chess piece in the chessboard area comprises: When a deletion operation on the first virtual chess piece in the chessboard area is received and the chess piece level of the first virtual chess piece is greater than a level threshold, displaying a deletion confirmation prompt; In response to a confirmation operation on the deletion confirmation prompt, the second amount of virtual resources is increased, and the first virtual chess piece is deleted from the chessboard area.
4. The method according to claim 2, characterized in that The first virtual chess piece carries virtual equipment; The method further comprises: When a deletion operation of the first virtual chess piece in the chessboard area is received, a third virtual card corresponding to the virtual equipment is added to the card area, where the third virtual card is an equipment card.
5. The method according to claim 1, wherein The method of increasing a second amount of virtual resources and deleting the second virtual card from the card area upon receiving a delete operation on the second virtual card in the card area includes: Upon receiving a deletion operation on the second virtual card in the card area, and if the second virtual card belongs to a target type of virtual card, displaying a deletion confirmation prompt; In response to a confirmation operation on the deletion confirmation prompt, the second amount of virtual resources is increased, and the second virtual card is deleted from the card area.
6. The method according to claim 1, characterized in that After deleting the second virtual card from the card area, the method further includes: If a fourth virtual card identical to the second virtual card exists in the card area, displaying a batch deletion prompt; In response to a confirmation operation on the batch deletion prompt, a third number of virtual resources is increased, and the fourth virtual card is deleted from the card area, the third number being determined based on the number of the fourth virtual card and the second number.
7. The method according to claim 1, characterized in that After deleting the second virtual card from the card area, the method further includes: updating a card deletion list of the current player based on the second virtual card, wherein the card deletion list is used to record virtual card deletion status of the current game; Determining the personal deck of the current player based on the card deletion list and the global deck, where the global deck is a deck shared by different players in the same game; When there is a need to deal cards, virtual cards are allocated to the current player based on the personal deck.
8. The method according to claim 7, characterized in that The card deletion list includes the card identifiers and deletion counts of historically deleted cards; Determining the personal deck of the current player based on the card deletion list and the global deck includes: Based on the card identifiers and the deletion quantity in the card deletion list, cards are deleted from the global deck to obtain the personal deck of the current player.
9. The method according to claim 8, characterized in that The step of deleting cards from the global deck based on the card identifiers and the deletion quantity in the card deletion list to obtain the personal deck of the current player includes: When the deletion quantity corresponding to the card identifier reaches a quantity threshold, the virtual card represented by the card identifier is deleted from the global deck based on the deletion quantity to obtain the personal deck of the current player.
10. The method according to claim 7, characterized in that When there is a demand for dealing cards, allocating virtual cards to the current player based on the personal deck includes: When a game round begins, virtual cards are allocated to the current player based on the personal deck.
11. The method according to claim 7, characterized in that When there is a demand for dealing cards, allocating virtual cards to the current player based on the personal deck includes: Upon receiving a card exchange operation for the fifth virtual card in the card area, virtual cards are allocated to the current player based on the personal deck, and the card exchange operation is used to trigger the use of the fifth virtual card to exchange for other virtual cards, and the fifth virtual card is deleted from the card area.
12. The method according to claim 11, characterized in that In the case where a card exchange operation is received for the fifth virtual card in the card area, after allocating virtual cards to the current player based on the personal deck, the method further includes: The card deletion list is updated based on the fifth virtual card.
13. The method according to claim 7, characterized in that When there is a demand for dealing cards, allocating virtual cards to the current player based on the personal deck includes: When there is a demand for dealing cards and the remaining virtual cards in the personal deck meet the demand for dealing cards, allocating virtual cards to the current player based on the personal deck; The method further comprises: When the dealing requirement exists and the remaining virtual cards in the personal deck do not meet the dealing requirement, virtual cards are allocated to the current player based on the global deck.
14. The method according to claim 7, wherein: The updating of the card deletion list of the current player based on the second virtual card includes: If the deletion operation on the second virtual card is not in the first n rounds of the game, updating the card deletion list of the current player based on the second virtual card, where n is a positive integer; or, In the case that the current player does not have the target player skill, the card deletion list of the current player is updated based on the second virtual card, and the target player skill refers to a skill that obtains a benefit by deleting a virtual card.
15. A resource updating device in Auto Chess, characterized by: The device comprises: A screen display module, configured to display an Auto Chess game screen, wherein the Auto Chess game screen includes a chessboard area and a card area, wherein the chessboard area is configured to display virtual chess pieces in play, and the card area is configured to display unused virtual cards; a chess piece display module, configured to, upon receiving a use operation of a first virtual card in the card area, display a first virtual chess piece corresponding to the first virtual card in the chessboard area, and reduce a first amount of virtual resources, where the first amount represents a resource consumption of using the first virtual card, and the first virtual card is deleted from the card area after use; The card deletion module is configured to, upon receiving a deletion operation on a second virtual card in the card area, increase a second amount of virtual resources and delete the second virtual card from the card area, wherein the amount of resource increase for deleting different virtual cards is the same.
16. A terminal, characterized in that: The terminal includes a processor and a memory, wherein the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the resource updating method in the auto chess as described in any one of claims 1 to 14.
17. A computer-readable storage medium, characterized in that The readable storage medium stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the resource updating method in Auto Chess as described in any one of claims 1 to 14.
18. A computer program product, characterized in that The computer program product includes computer instructions, which are stored in a computer-readable storage medium. The processor obtains the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to implement the resource updating method in Auto Chess as described in any one of claims 1 to 14.