Interaction method and device for chess pieces in turn chess game, equipment and medium

Through the interaction method based on chess layout in turn-based chess games, the interaction target is determined through line-by-line detection, the problem of inefficient chess interaction in the existing technology is solved, the human-computer interaction efficiency is improved, and the game's strategy selection and fairness is enhanced.

CN120437628APending Publication Date: 2025-08-08TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410177960.9
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

Technical Problem

In turn-based chess games, when chess pieces determine interaction targets between multiple enemy chess pieces, the existing technology spatial distance-based method leads to inefficient human-computer interaction, especially when the enemy chess pieces are close or far away, it is difficult for chess players to accurately deploy chess pieces.

Method used

By starting from the chessboard behavior where the chess piece is located, line-by-line detection is performed in the order of line spacing from small to large, target rows are determined and the enemy chess piece is interactive target, and the interaction strategy is optimized based on factors such as chess piece attributes and accessible paths.

Benefits of technology

It improves the efficiency of players in determining interaction goals during the deployment of chess pieces, enhances the fairness and complexity of the game, and provides more strategic choices.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an interaction method, device and equipment for chess pieces in turn chess games and a medium, and belongs to the technical field of computers. The method comprises the following steps: displaying a plurality of chess pieces in a battle area of a chessboard in a battle stage of a turn chess game; for any chess piece, starting from the chessboard behavior where the chess piece is located, line-by-line detection is conducted according to the line spacing of the chessboard line where the chess piece is located from small to large, a target line is obtained, and the target behavior detects the chessboard line with the enemy chess piece for the first time; and controlling the chess pieces to interact by taking any enemy chess piece in the target row as an interaction target. According to the interaction method based on the chess piece layout in the technical scheme, chess players can understand the interaction priority among the chess pieces conveniently, so that the next interaction target of the chess pieces is determined more quickly in the chess piece deployment process, the man-machine interaction efficiency is improved, more strategy choices are provided for the chess players, and fairness and complexity of games are enhanced conveniently.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a method, device, equipment, and medium for interacting with chess pieces in a turn-based chess game. Background Art

[0002] Auto Chess is a multiplayer, turn-based strategy game. During the preparation phase of each round, players purchase and deploy pieces on the board, creating a powerful lineup to defeat their opponents. During the battle phase of each round, players have already deployed their pieces and locked their lineups. The pieces automatically select their interaction targets and engage in battle until the virtual health of all deployed pieces on one side is reduced to zero. During this automated battle, how each piece determines its interaction target among multiple enemy pieces is crucial.

[0003] Currently, in the commonly used method for chess pieces to determine interaction targets, a chess piece will prioritize the enemy piece closest to it as its interaction target. This method determines the interaction target based on the spatial distance between chess pieces.

[0004] However, when multiple enemy pieces are close to each other, or when multiple enemy pieces are far away from our pieces, during the stage of deploying pieces, it is difficult for the player to determine which of the multiple enemy pieces our piece will interact with first, making it impossible for the player to deploy pieces accurately, resulting in low efficiency of human-computer interaction. Summary of the Invention

[0005] The embodiments of the present application provide a method, apparatus, device, and medium for interacting with chess pieces in a turn-based chess game. Through an interaction method based on chess piece layout, not only does it facilitate players' understanding of the interaction priorities between pieces, thereby more quickly determining the next interaction target of a piece during the chess piece deployment process, improving human-computer interaction efficiency, but it also provides players with more strategic options, thereby enhancing the fairness and complexity of the game. The technical solution is as follows:

[0006] In one aspect, a method for interacting chess pieces in a turn-based chess game is provided, the method comprising:

[0007] During a battle phase of a turn-based chess game, a plurality of chess pieces are displayed in a battle area of a chessboard, wherein the battle area includes a plurality of chessboard rows where chess pieces can be deployed, each chessboard row includes a plurality of chess squares where chess pieces can be deployed, and the plurality of chess pieces include battle pieces of two opposing teams;

[0008] For any chess piece, starting from the chessboard row where the chess piece is located, detect row by row in ascending order of row distance from the chessboard row where the chess piece is located to obtain the target row, which is the chessboard row where the enemy chess piece is first detected in the target row;

[0009] The chess piece is controlled to interact with any enemy chess piece in the target row as an interaction target.

[0010] In another aspect, a device for interacting with chess pieces in a turn-based chess game is provided, the device comprising:

[0011] A display module is configured to display a plurality of chess pieces in a battle area of a chessboard during a battle phase of a turn-based chess game, wherein the battle area of the chessboard includes a plurality of chessboard rows where chess pieces can be deployed, each chessboard row including a plurality of chessboard squares where chess pieces can be deployed, and the plurality of chess pieces include chess pieces of two opposing teams;

[0012] A first determination module is configured to detect any chess piece, starting from the chessboard row where the chess piece is located, row by row in ascending order of row distance from the chessboard row where the chess piece is located, to obtain a target row, where the target row is the chessboard row where the presence of an enemy chess piece is first detected;

[0013] The first control module is used to control the chess piece to interact with any enemy chess piece in the target row as an interaction target.

[0014] In some embodiments, the first determining module includes:

[0015] A first detection unit is configured to detect, for any chess piece, whether there is an enemy chess piece in the chessboard row where the chess piece is located during a battle phase of the turn-based chess game;

[0016] The second detection unit is used to, when there is no enemy chess piece in the chessboard row where the chess piece is located, perform row-by-row detection on the upper and lower sides of the chessboard row where the chess piece is located in order of row distance from the chessboard row where the chess piece is located from small to large, to obtain the target row.

[0017] In some embodiments, the second detection unit is used to detect whether there is an enemy chess piece in the chessboard row on a preset side of any chessboard row pair in order of row spacing from small to large with respect to the chessboard row where the chess piece is located, the chessboard row pair being a pair of chessboard rows on the upper and lower sides of the chessboard row where the chess piece is located and having the same row spacing as the chessboard row where the chess piece is located; when there is an enemy chess piece in the chessboard row on the preset side, the chessboard row on the preset side is determined as the target row; or, when there is no enemy chess piece in the chessboard row on the preset side, detect whether there is an enemy chess piece in the other chessboard row in the chessboard row pair; when there is an enemy chess piece in the other chessboard row in the chessboard row pair, the other chessboard row in the chessboard row pair is determined as the target row.

[0018] In some embodiments, the second detection unit is used to simultaneously detect whether there is an enemy chess piece in any chessboard row pair in order of row spacing from small to large with respect to the chessboard row where the chess piece is located, wherein the chessboard row pair is a pair of chessboard rows on the upper and lower sides of the chessboard row where the chess piece is located and having the same row spacing as the chessboard row where the chess piece is located; when it is simultaneously detected that there are enemy chess pieces in both chessboard rows in the chessboard row pair, the chessboard row on the preset side of the chessboard row pair is determined as the target row; or, when it is detected that there is an enemy chess piece in any chessboard row in the chessboard row pair, any chessboard row is determined as the target row.

[0019] In some embodiments, the first control module is configured to control the chess piece to interact with the enemy chess piece having the smallest spatial distance to the chess piece among the multiple enemy chess pieces as the interaction target when there are multiple enemy chess pieces in the target row.

[0020] In some embodiments, the first control module is used to control the chess piece to interact with the enemy chess piece with the shortest reachable path between the chess piece and the multiple enemy chess pieces as the interaction target when there are multiple enemy chess pieces in the target row. The reachable path is the path that the chess piece takes to reach the chess square where the enemy chess piece is located in the battle area of the chessboard by moving.

[0021] In some embodiments, the first control module is configured to control the chess piece to interact with the enemy chess piece with the lowest virtual health value among the multiple enemy chess pieces as the interaction target when there are multiple enemy chess pieces in the target row.

[0022] In some embodiments, the first control module is used to, when there are multiple enemy chess pieces in the target row, determine, for any enemy chess piece among the multiple enemy chess pieces, a score of the enemy chess piece based on the correlation between the attributes of the enemy chess piece and the attributes of the chess piece, according to the weight coefficient of each attribute, wherein the size of the score is used to indicate the priority of the enemy chess piece to be interacted with; and control the chess piece to interact with the enemy chess piece with the highest score among the multiple enemy chess pieces as the interaction target.

[0023] In some embodiments, the first control module is used to determine, when there are multiple enemy chess pieces in the target row, for any enemy chess piece among the multiple enemy chess pieces, the amount of reduction in the virtual life value of the chess piece caused by the enemy chess piece; and control the chess piece to interact with the enemy chess piece that causes the largest reduction among the multiple enemy chess pieces as the interaction target.

[0024] In some embodiments, the apparatus further comprises:

[0025] A second control module is configured to keep the chess piece interacting with the interactive target if the interactive target or the chess piece moves during the interaction between the chess piece and the interactive target; or

[0026] The second control module is further configured to, during the process of the chess piece interacting with the interactive target, if another enemy chess piece moves to the target row, keep the chess piece interacting with the interactive target, wherein the other enemy chess piece is an enemy chess piece other than the interactive target in the battle area of the chessboard; or

[0027] The second control module is further configured to, during the process of the chess piece interacting with the interactive target, if the other enemy chess piece moves to the chessboard row where the chess piece is located, keep the chess piece interacting with the interactive target.

[0028] In some embodiments, the apparatus further comprises:

[0029] The second determining module is used to, when the virtual life value of the interactive target is reset to zero and the chess piece moves to another chessboard row, redetermine the interactive target of the chess piece with the other chessboard row as the starting point.

[0030] On the other hand, a computer device is provided, which includes a processor and a memory, wherein the memory is used to store at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the method for interacting chess pieces in a turn-based chess game in an embodiment of the present application.

[0031] On the other hand, a computer-readable storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the method for interacting chess pieces in a turn-based chess game in an embodiment of the present application.

[0032] On the other hand, a computer program product is provided, including a computer program, wherein the computer program is executed by a processor to implement the method for interacting chess pieces in a turn-based chess game in an embodiment of the present application.

[0033] This application provides a method for interacting chess pieces in a turn-based chess game. By starting with the board row where the chess piece is located and performing row-by-row detection in ascending order of row spacing, the chess piece is controlled to interact with the interaction target in the target row. Compared to traditional interaction methods based on spatial distance, this method is based on chess piece layout. This not only facilitates the player's understanding of the interaction priority between chess pieces, allowing for faster determination of the next interaction target during chess piece deployment, improving human-computer interaction efficiency, but also provides the player with more strategic options, thereby enhancing the fairness and complexity of the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0034] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0035] Figure 1 This is a structural block diagram of a computer system provided in an embodiment of the present application;

[0036] Figure 2 This is a flow chart of a method for interactive play in a turn-based chess game provided in an embodiment of the present application;

[0037] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided in an embodiment of the present application;

[0038] Figure 4 This is a card diagram of a chess piece card provided in an embodiment of the present application;

[0039] Figure 5 This is a card diagram of an effect card provided in an embodiment of the present application;

[0040] Figure 6 This is a card diagram of an equipment card provided in an embodiment of the present application;

[0041] Figure 7 This is a card diagram of a chess player card provided in an embodiment of the present application;

[0042] Figure 8 This is a flowchart of another method for interactive play in a turn-based chess game provided in an embodiment of the present application;

[0043] Figure 9 This is a schematic diagram of a chess player selection interface provided in an embodiment of the present application;

[0044] Figure 10This is a schematic diagram of a game interface in the preparation stage provided by an embodiment of the present application;

[0045] Figure 11 This is a schematic diagram of an interface for playing cards in the preparation phase provided by an embodiment of the present application;

[0046] Figure 12 This is a schematic diagram of the upgrade process of an upgrade button provided in an embodiment of the present application;

[0047] Figure 13 This is a schematic diagram of chess pieces engaging in battle in a chessboard area provided by an embodiment of the present application;

[0048] Figure 14 This is a schematic diagram of an interface of a game interface in the battle phase provided by an embodiment of the present application;

[0049] Figure 15 This is a schematic diagram of a settlement interface provided in an embodiment of the present application;

[0050] Figure 16 This is a flowchart of a method for interacting chess pieces in a turn-based chess game provided by an embodiment of the present application;

[0051] Figure 17 This is a flowchart of another method for interacting chess pieces in a turn-based chess game provided by an embodiment of the present application;

[0052] Figure 18 is a schematic diagram of a chessboard structure provided in an embodiment of the present application;

[0053] Figure 19 This is a schematic diagram of a selection scenario of an interactive target provided by an embodiment of the present application;

[0054] Figure 20 This is a schematic diagram of a chess piece movement scenario provided by an embodiment of the present application;

[0055] Figure 21 This is a schematic diagram of a scenario in which the virtual health value of a chess piece is reset to zero, provided in an embodiment of the present application;

[0056] Figure 22 This is a schematic diagram of an overall process provided by an embodiment of the present application;

[0057] Figure 23 This is a block diagram of a chess piece interaction device in a turn-based chess game provided by an embodiment of the present application;

[0058] Figure 24 This is a block diagram of another chess piece interaction device in a turn-based chess game provided by an embodiment of the present application;

[0059] Figure 25This is a schematic diagram of the structure of a terminal provided in an embodiment of the present application;

[0060] Figure 26 This is a structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION

[0061] 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.

[0062] In this application, the terms "first", "second", etc. are used to distinguish identical or similar items with substantially the same effects and functions. It should be understood that there is no logical or temporal dependency between "first", "second", and "nth", nor is there any limitation on the quantity and execution order.

[0063] In the present application, the term "at least one" means one or more, and the term "plurality" means two or more.

[0064] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, storage, and display, etc.), and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the information about the chessboard and chess pieces involved in this application was obtained with full authorization.

[0065] The following explains the terms used in this application.

[0066] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged arrangement. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game usually adopts a turn-based system. When all the "chess pieces" of one side are eliminated (i.e., the health points of the virtual characters are reduced to zero), that side is the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optional, turn-based chess games include Auto Chess.

[0067] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each of whom occupies an area on the board. Two of the multiple players compete in a one-on-one battle. Each round of a game consists of two stages: the preparation phase and the battle phase. In the preparation phase, users purchase chess pieces (heroes) from the store and arrange them on the board. In the battle phase, both teams lock their lineups, and the chess pieces automatically engage until all of one team's pieces are eliminated. The player whose pieces are all eliminated loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).

[0068] 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.

[0069] 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.

[0070] 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.

[0071] 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.

[0072] 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.

[0073] 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.

[0074] 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.

[0075] Figure 1 1 is a block diagram of a computer system provided in an embodiment of the present application. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.

[0076] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 may be a turn-based chess game program. When the first terminal runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. This client may be a client for an Auto Chess game. First terminal 110 is used by a first user 112. During the preparation phase of a game, the first user uses first terminal 110 to place chess pieces in the battle area of the chessboard. During the battle phase, first terminal 110 or server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.

[0077] 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.

[0078] 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.

[0079] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 are the same or different device types, and the device type includes at least one of: a smartphone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a laptop computer, and a desktop computer. The following embodiment uses the example of a terminal including a smartphone.

[0080] 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.

[0081] 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.

[0082] 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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] Figure 2 This is a flow chart of a method for interactive game play in a turn-based chess game provided in an embodiment of the present application. This embodiment uses the method executed by a terminal as an example, in which a client supporting turn-based chess games is running. The method includes:

[0087] 201. Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area, wherein the hand area displays at least one card.

[0088] 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.

[0089] Figure 3 This is a schematic diagram of the interface of a turn-based chess game provided in an embodiment of the present application. Figure 3 As shown, the game interface includes a chessboard area 301 and a hand area 302 .

[0090] The chessboard area 301 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle. The chessboard area 301 includes a plurality of chess squares 303 arranged in an array. These chess squares 303 may be displayed at all times or only at certain times. Optionally, the chessboard area 301 may be a two-dimensional or three-dimensional chessboard. This embodiment illustrates a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this context refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.

[0091] The hand area 302 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.

[0092] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 302. The order of arrangement can be determined based on at least one of the following factors: the time of draw, card type, number of cards of the same type, number of copies of the same card, and card quality. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. Exceeding this limit will result in the discarding of excess cards. The player object can play all or part of the 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.

[0093] A round of a turn-based chess game consists of multiple game rounds, each of which includes a preparation phase and a battle phase.

[0094] 202. In the battle preparation phase, in response to a play operation on at least one card, perform battle preparation operations related to one's own chess pieces.

[0095] 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, which replaces the player object in playing cards during certain game rounds, such as the client intelligently recommending playing cards for novice players in the first few rounds.

[0096] At least one local chess piece is a virtual chess piece that participates in at least one game round (including the current game round). If the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece, displayed as a two-dimensional icon or a two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece, displayed as a three-dimensional model or a three-dimensional image. In the initial state, there may be zero local chess pieces located in the chessboard area, and the local player object can add, delete, or supplement the chessboard area. Local chess pieces that were not eliminated in the previous round can be automatically inherited in the next round. Optionally, all local chess pieces in the previous round can be automatically inherited in the next round.

[0097] 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.

[0098] 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.

[0099] 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.

[0100] 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.

[0101] 203. During the battle phase, the chess pieces of your side and the enemy side will automatically engage in battle in the chessboard area.

[0102] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are eliminated.

[0103] 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.

[0104] 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.

[0105] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0106] Classification of card types:

[0107] 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.

[0108] Chess Cards:

[0109] Pawn cards are used to summon your own pieces in the chessboard area or upgrade the piece level of your own pieces. Figure 4 This is a schematic diagram of a chess piece card provided in an embodiment of the present application. The chess piece card displays at least one of the following information: a chess piece image 401, a chess piece name 402, the energy consumed when the card is played 403, the chess piece type or faction 404 to which the chess piece belongs, the level of the chess piece increased after the card is played 405, and a description of the additional effects of the chess piece 406.

[0110] The chess piece image 401 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of the virtual chess piece. Figure 4 In the example, the chess piece image 401 is a bust of a virtual chess piece.

[0111] The chess piece name 402 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.

[0112] Energy value 403 refers to the energy consumed when playing this chess card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities consume different amounts of energy when played. For example, five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively, when played.

[0113] Piece type 404 is a categorization attribute that identifies the role a piece plays during combat. In one example, different pieces can be classified as at least one of the following: tank, warrior, assassin, mage, shooter, or support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual worldview. In one example, different pieces can be classified into at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the Great Wall Guard in the virtual worldview both belong to the Great Wall Faction. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as different categorization attributes as an example.

[0114] The level 405 that the piece is upgraded to after a card is played refers to the level that the existing piece with the same name (i.e., the same piece) is upgraded to after the card is played. For example, if level 405 is 3 and the piece with the same name was originally at level 2, then after playing the card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the piece with the same name to different levels after being played. For example, five different quality cards can upgrade the piece with the same name to levels 1, 2, 3, 4, and 5, respectively, after being played.

[0115] The additional effect description 406 of a chess piece is a description of the additional effect of the chess piece. This additional effect can be triggered upon playing, or it can be activated when a trigger condition is met during the game. For example, chess piece 1 has an exclusive skill: when chess piece 1 is on the board, whenever another chess piece on the board is sold, a randomly selected chess piece of the "tank" type on the board will be randomly selected, and the chess level of the randomly selected chess piece will be increased by a first value, which is half the level of the sold chess piece.

[0116] Effect Cards:

[0117] Effect cards are cards used to apply effects to at least one game factor in the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, hand card acquisition processes, etc. Figure 5 Schematic diagram of an effect card provided in an embodiment of the present application. The effect card displays at least one of the following information: an effect icon 501, an effect name 502, an energy value 503 consumed when the card is played, and an effect description 504 of the effect card.

[0118] The effect icon 501 may be an icon used to represent the benefit effect of the effect card. Figure 5 The effect name 502 is the name of the effect card or the name of the benefit effect.

[0119] Energy value 503 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.

[0120] The effect description 504 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:

[0121] 1. Increase the probability and / or quantity of chess cards obtained by your players;

[0122] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;

[0123] 3. Reduce the energy consumed by your players when acquiring chess cards;

[0124] 4. Increase the number of chess cards that your players can exchange for;

[0125] 5. Reduce the energy consumed by your players when exchanging chess cards;

[0126] 6. Improve the level of at least one chess piece on the field;

[0127] 7. Add equipment to at least one chess piece on the field;

[0128] 8. Upgrade the equipment level of at least one chess piece on the field;

[0129] 9. Reduce energy consumption when playing / changing cards;

[0130] 10. Increase the probability of obtaining certain cards;

[0131] 11. Increase the number of cards that can be obtained;

[0132] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.

[0133] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.

[0134] 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.

[0135] 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.

[0136] Equipment Cards:

[0137] Equipment cards are cards used to equip at least one of your own pieces. Figure 66. This is a card diagram of an equipment card provided in an embodiment of the present application. The equipment card displays at least one of the following information: an equipment icon 601, an equipment name 602, an energy value 603 consumed when the card is played, and a description of the effect of the equipment card 604.

[0138] The equipment icon 601 may be an icon used to represent the image of the equipment or the effect of the equipment. Figure 6 6. The equipment name 602 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capability of the player's piece in different dimensions such as health, armor, defense, and mana, or weaken the combat capability of the enemy piece.

[0139] Energy value 603 refers to the amount of energy consumed when playing this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.

[0140] The effect description 604 of the equipment card is used to describe the effect of the equipment after being worn.

[0141] Chess player cards:

[0142] 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.

[0143] Figure 7 7 is a card diagram of a chess player card provided in an embodiment of the present application. The chess player card displays at least one of the following information: a card icon 701, a chess player card name 702, an energy value consumed when the card is played 703, and a description of the effect of the chess player card 704.

[0144] The card icon 701 may be an icon used to represent the effect of the card. Figure 7 The player card name 702 is the name of the player card or the name of the effect.

[0145] Energy value 703 refers to the amount of energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.

[0146] The effect description 704 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect scope of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, influence the acquisition process of the hand cards, and other forms of effects. The effect of the player card can be designed to influence any process or details in the game, and the present embodiment of the application does not limit this.

[0147] Based on the introduction of the above four types of cards:

[0148] 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.

[0149] 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.

[0150] 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.

[0151] How to obtain cards:

[0152] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:

[0153] 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.

[0154] 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.

[0155] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.

[0156] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.

[0157] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.

[0158] 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.

[0159] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.

[0160] Obtaining condition 8: Purchase card operation;

[0161] 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.

[0162] 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.

[0163] Figure 8 This is a flow chart of another method for interactive play in a turn-based chess game provided in an embodiment of the present application. This embodiment uses the method executed by a terminal as an example. The method includes:

[0164] Player selection phase:

[0165] 801. Select a virtual chess player character of your side, where the virtual chess player character is used to represent a virtual character that controls at least one chess piece of your side.

[0166] 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.

[0167] 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.

[0168] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application. Figure 9 As shown, before starting a game, a player selection interface is displayed. This player selection interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 901 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner. The virtual players selected by the other player objects are displayed in a normal sitting position, normal size, and distributed on both sides.

[0169] On the player selection interface, several candidate player avatars 902 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 903.

[0170] A player skill button 904 is also displayed on the player selection interface. In response to the player skill button 904 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.

[0171] Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects the player avatar, they can click the "Confirm" button 905 to enter the ready state.

[0172] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.

[0173] The preparation phase of each game round:

[0174] 802. Display a game interface of a turn-based chess game, where the game interface includes a chessboard area and a hand card area.

[0175] Figure 10 This is a schematic diagram of a game interface in the preparation stage provided by an embodiment of the present application. Figure 10 , chessboard area 1001 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of chessboard area 1001 is used to place at least one enemy chess piece, and the lower half of chessboard area 1001 is used to place at least one friendly chess piece. Hand area 1002 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards in the current round have been played), the number of cards displayed in hand area 1002 is 0.

[0176] Optionally, attribute information for the n player objects participating in the current game is also displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. A player skill button 11 is displayed in the lower left corner of the game interface. A card swap button 12 and an upgrade button 13 are also displayed in the lower right corner of the game interface. The card swap button 12 is used to replace one or more cards in the hand area 1002. The upgrade button 13 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.

[0177] Optionally, an energy control 14 is displayed on the game interface. This control displays the energy value of the player object. Energy is a game resource that may be consumed at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.

[0178] 803. In response to the playing operation of at least one card, execute a battle preparation operation related to the own chess piece.

[0179] 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:

[0180] Step 8031: In response to a play operation on a chess card, executing a battle preparation operation related to at least one own chess piece in the chessboard area;

[0181] Step 8032: In response to the play operation on the equipment card, equip all or part of the at least one chess piece with virtual equipment;

[0182] Step 8033: In response to the play operation on the effect card, executing a preparation operation to add an effect to at least one factor in the game;

[0183] Step 8034: In response to the card-playing operation on the player's card, perform a preparation operation related to at least one factor in the game.

[0184] Since the battle situation in each round of turn-based battle is different, each player object has different cards in hand, and each player object has different card-playing habits, the number of times and order in which the above steps 8031, 8032, 8033, and 8034 are executed in each round of turn-based battle may change, and this embodiment does not limit this.

[0185] Regarding step 8031 (chess card):

[0186] In some embodiments, the cards in the hand area include a first chess piece card. In response to a play operation on the first chess piece card, a first local chess piece is added to the board area. The first local chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first local chess piece is a chess piece that has not been summoned to the board area.

[0187] 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.

[0188] 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.

[0189] 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.

[0190] Figure 11 This is a schematic diagram of an interface for playing cards in the preparation phase provided by an embodiment of the present application. Figure 10 Take the 4th card in as an example, combined with reference Figure 11In response to a drag operation on the first chess piece card, a first own chess piece 1101 and a first indicator arrow 1102 are displayed. First own chess piece 1101 is a three-dimensional piece that slides in accordance with the real-time position of the drag operation. First indicator arrow 1102 starts at the position of the first chess piece card before it is played and ends at the real-time position of the drag operation. If the drag operation is released at the first candidate square, first own chess piece 1101 is summoned to the first candidate square.

[0191] based on Figure 11 It can be seen that this interaction method cancels the chess piece preparation area, and the hand card area takes into account both the chess piece acquisition and preparation functions, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.

[0192] In some embodiments, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already exists in the chessboard area, the chess piece level of the second local chess piece is upgraded in the chessboard area, where the second local chess piece is the chess piece corresponding to the second chess piece card.

[0193] 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.

[0194] For step 8032 (equip the card):

[0195] In some embodiments, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow.

[0196] 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;

[0197] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.

[0198] For step 8033 (effect card):

[0199] In some embodiments, the cards in the hand area include effect cards. In response to a play operation on the effect card, an effect is added to at least one of the own chess pieces, and / or an effect is added to the card acquisition process.

[0200] According to the objects of action, effect cards are divided into two categories:

[0201] Type 1: Increases the effect on the own chess pieces within the chessboard area;

[0202] Type 2: Adds effects to the card acquisition process.

[0203] 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.

[0204] In response to the play operation on the type two effect card, an effect is added to the card acquisition process, for example, two identical player cards are drawn consecutively.

[0205] For step 8034 (player card):

[0206] In response to the play operation on the player's card, at least one of the following preparation operations is performed:

[0207] 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.

[0208] 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.

[0209] 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.

[0210] Card swap function:

[0211] During the preparation phase, your player can also exchange one or more cards from their hand. Clicking the swap button allows you to swap one or more cards, which consumes energy. For example, you can only swap cards once per round, and you can swap multiple cards at once. Regardless of the number of cards swapped, it costs 1 energy.

[0212] Delete card function:

[0213] During the card play process, dragging a card to a designated location will delete or sell it. The resources consumed by a deleted card cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, each deleted card will gain 1 energy point. Alternatively, each deleted card will gain multiple energy points, with the amount of energy gained being directly proportional to the level of the deleted card.

[0214] Player level upgrade function:

[0215] Each round, your player object receives a certain amount of energy. Unused energy from one round accumulates and can be used to upgrade your player level. Higher player levels increase the quality of the cards drawn each round, unlocking new abilities such as talents and purchasable equipment. Optionally, the upgrade button can display different colored quality indicators. As your player level increases, the corresponding quality indicator will light up, indicating the cards available at that player level. Figure 12 This is a schematic diagram of the upgrade process of an upgrade button provided in an embodiment of the present application. Figure 12 The small rounded rectangle shown is used as an example, but other shapes or forms are also possible.

[0216] 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.

[0217] The combat phase of each game round:

[0218] 804. During the battle phase, the chess pieces of your side and the enemy side will automatically engage in battle in the chessboard area.

[0219] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are eliminated.

[0220] Figure 13 This is a schematic diagram of a chess piece fighting in a chessboard area provided by an embodiment of the present application. Figure 13 As shown, a schematic diagram of an automatic battle between a player's chess piece 1301 and an enemy chess piece 1302 in a melee on the chessboard. The movement, skill release, attack, and other behaviors of the two chess pieces during the battle do not require manual control by the player.

[0221] Battle settlement phase:

[0222] 805. Calculate the health value of the virtual character of your player, and start the next round of turn-based battle or end the current game based on the health value.

[0223] 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.

[0224] When the health value is deducted to zero, the player is eliminated from the game.

[0225] 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.

[0226] In some embodiments, the damage calculation is based on the number of pieces remaining on the winning side's board. Figure 14 This is a schematic diagram of a game interface in the battle phase provided by an embodiment of the present application. Figure 14 As shown, when the opponent is the loser, there is only one enemy chess piece 1401 left, and then the life value of the opponent's chess piece virtual character 1402 is calculated. A life value progress bar can be displayed above the head of the chess piece virtual character 1402.

[0227] For example, Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application. Figure 15 As shown, the settlement interface displays the settlement information of this game. The settlement information includes player rankings, players used by each player, lineups, chess piece types, and other information.

[0228] 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.

[0229] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0230] 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.

[0231] 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.

[0232] Figure 16 This is a flowchart of a method for interacting chess pieces in a turn-based chess game provided by an embodiment of the present application. The method is executed by a computer device. Figure 16 , the method comprises the following steps:

[0233] 1601. During a battle phase of a turn-based chess game, a plurality of chess pieces are displayed in a battle area of a chessboard. The battle area of the chessboard includes a plurality of chessboard rows where chess pieces can be deployed. Each chessboard row includes a plurality of chessboard squares where chess pieces can be deployed. The plurality of chess pieces include battle pieces of two opposing teams.

[0234] In an embodiment of the present application, during the battle phase of a turn-based chess game, multiple chess pieces are displayed in the battle area of the chessboard. The battle phase of a turn-based chess game is the game phase in which the chess pieces of the two opposing teams automatically battle against each other. There are various ways to divide the battle area of the chessboard. This is illustrated by taking the example of a chessboard dividing the battle area into rows, with adjacent rows arranged in a staggered pattern. In other words, the chessboard includes multiple rows on which chess pieces can be deployed, and each row includes multiple squares on which chess pieces can be deployed. The multiple chess pieces include the chess pieces of the opposing teams. The battle pieces are chess pieces placed by a terminal in the battle area of the chessboard for use in battle during the battle.

[0235] 1602. For any chess piece, starting from the chessboard row where the chess piece is located, detect row by row in the order of row distance from the chessboard row where the chess piece is located from small to large, and obtain the target row. The target row is the chessboard row where the enemy chess piece is first detected.

[0236] In this embodiment of the present application, for any chess piece, the terminal determines the chessboard row where the piece is located. Starting from the chessboard row where the terminal is located, the terminal performs row-by-row detection in ascending order of row spacing from the chessboard row where the piece is located. In other words, the terminal determines whether an enemy piece is present row by row, thereby obtaining a target row. The row spacing indicates the distance between two chessboard rows. The target row is the row where the presence of an enemy piece is first detected.

[0237] 1603. Control the chess piece to interact with any enemy chess piece in the target row as the interaction target.

[0238] In the embodiment of the present application, the terminal determines the interaction target of the chess piece in the target row, and controls the chess piece to interact with the interaction target after determining the interaction target of the chess piece. It should be noted that there are many ways for the terminal to determine the interaction target in the target row, and the embodiment of the present application does not limit this.

[0239] The present invention provides a method for interacting chess pieces in a turn-based chess game. By starting with the board row where the chess piece is located and performing row-by-row detection in ascending order of row spacing, the chess piece is controlled to interact with the interaction target in the target row. Compared to traditional interaction methods based on spatial distance, this method is based on chess piece layout. This not only facilitates the player's understanding of the interaction priority between chess pieces, thereby more quickly determining the next interaction target of a chess piece during the chess piece deployment process, improving the efficiency of human-computer interaction, but also provides the player with more strategic options, thereby enhancing the fairness and complexity of the game.

[0240] Figure 17 This is a flowchart of another method for interacting chess pieces in a turn-based chess game provided by an embodiment of the present application. The method is executed by a computer device. Figure 17 , the method comprises the following steps:

[0241] 1701. During a battle phase of a turn-based chess game, multiple chess pieces are displayed in a battle area of a chessboard. The battle area of the chessboard includes multiple chessboard rows where chess pieces can be deployed. Each chessboard row includes multiple chessboard squares where chess pieces can be deployed. The multiple chess pieces include battle pieces of two opposing teams.

[0242] In an embodiment of the present application, during the battle phase of a turn-based chess game, multiple chess pieces are displayed in the battle area of the chessboard. The battle phase of a turn-based chess game is the game phase in which the chess pieces of the two opposing teams automatically battle against each other. The battle area of the chessboard can be divided in a variety of ways. For example, the battle area can be divided according to chessboard rows, or the battle area can be divided according to chessboard columns. For example, two adjacent rows or columns of chess squares are arranged in a staggered manner, or two adjacent rows or columns of chess squares are arranged in a corresponding manner. In an embodiment of the present application, an example is used in which the battle area of the chessboard is divided according to chessboard rows, and two adjacent rows are arranged in a staggered manner. In other words, the chessboard includes multiple rows on which chess pieces can be deployed, and each row includes multiple squares on which chess pieces can be deployed. The multiple chess pieces include the battle pieces of the two opposing teams. The battle pieces are chess pieces placed by a terminal in the battle area of the chessboard for use in the battle process.

[0243] See also Figure 18 As shown, Figure 18 1801, 1802, 1803 and 1804 are all chessboard rows, and 1811 is a chess square.

[0244] 1702. For any chess piece, check whether there is an enemy chess piece in the chessboard row where the chess piece is located.

[0245] In this embodiment of the present application, when a terminal determines an interaction target for any chess piece in the game area of a chessboard, the terminal first detects the chessboard row where the chess piece is located to determine whether there is an enemy chess piece in the chessboard row where the chess piece is located. If the terminal detects that there is an enemy chess piece in the chessboard row where the chess piece is located, the chessboard row is determined as a target row, and the chess piece is controlled to interact with any enemy chess piece in the target row as the interaction target. If the terminal detects that there is no enemy chess piece in the chessboard row where the chess piece is located, step 1703 is executed below to determine the target row.

[0246] 1703. When there is no enemy chess piece in the chessboard row where the chess piece is located, perform row-by-row detection on both sides of the chessboard row where the chess piece is located in order of row distance from the chessboard row where the chess piece is located, from small to large, to obtain the target row. The target row is the chessboard row where the enemy chess piece is first detected.

[0247] In an embodiment of the present application, when the terminal detects that there are no enemy pieces in the chessboard row where the chess piece is located, it starts from the chessboard row where the chess piece is located and performs row-by-row detection on both sides of the chessboard row where the chess piece is located, in order of increasing row spacing from the chessboard row where the chess piece is located. In other words, the terminal determines whether there are enemy pieces row by row, thereby obtaining a target row. The target row refers to the chessboard row where the presence of an enemy piece is first detected. The terminal determines the interaction target of the chess piece in the target row and, after determining the interaction target of the chess piece, controls the chess piece to interact with the interaction target.

[0248] For ease of description, a pair of chessboard rows on the upper and lower sides of the chessboard row where the chess piece is located and with the same row spacing as the chessboard row where the chess piece is located is called a chessboard row pair. In the process of detecting the upper and lower sides of the chessboard row where the chess piece is located, the terminal first detects the chessboard row pair with a row spacing of 1 from the chessboard row where the chess piece is located (that is, the two chessboard rows adjacent to the chessboard row where the chess piece is located). When the terminal detects that there is no enemy chess piece in the chessboard row pair with a row spacing of 1 from the chessboard row where the chess piece is located, it detects the chessboard row pair with a row spacing of 2 from the chessboard row where the chess piece is located. When the terminal detects that there is no enemy chess piece in the chessboard row pair with a row spacing of 2 from the chessboard row where the chess piece is located, it detects the chessboard row pair with a row spacing of 3 from the chessboard row where the chess piece is located. After the terminal starts detecting the upper and lower sides of the chessboard row where the chess piece is located, it detects row by row in the order of row spacing from small to large. Until the terminal detects the presence of an enemy piece in any chessboard row pair for the first time, at this time, the terminal obtains the target row, and the terminal controls the chess piece to interact with any enemy piece in the target row as the interaction target.

[0249] In some embodiments, when performing row-by-row detection on both sides of the chessboard row where the chess piece is located, for a chessboard row pair (i.e., two chessboard rows with the same row spacing as the chessboard row where the chess piece is located), the terminal first detects the chessboard row on one side, and then detects the chessboard row on the other side. See steps (1) to (3) below.

[0250] To facilitate the description of the terminal's row-by-row detection process starting from the chessboard row where the chess piece is located, see Figure 18 As shown, Figure 18 1 is a schematic diagram of a chessboard structure provided according to an embodiment of the present application. In particular, 1802 and 1803 form a chessboard row pair. 1802 is a chessboard row located above the chessboard row where the chess piece is located and has a row spacing of 1 from the chessboard row where the chess piece is located. 1803 is a chessboard row located below the chessboard row where the chess piece is located and has a row spacing of 1 from the chessboard row where the chess piece is located. 1804 is a chessboard row located above the chessboard row where the chess piece is located and has a row spacing of 2 from the chessboard row where the chess piece is located.

[0251] (1) For any pair of chessboard rows, the terminal detects whether there is an enemy chess piece in the chessboard row on the preset side of the chessboard row pair in the order of row distance from the chessboard row where the chess piece is located from small to large.

[0252] For example, see Figure 18 As shown, when the upper side is set as the preset side, the terminal first detects whether there is an enemy chess piece in 1802; when the lower side is set as the preset side, the terminal first detects whether there is an enemy chess piece in 1803.

[0253] (2) When an enemy chess piece exists in the chessboard row on the preset side, the terminal determines the chessboard row on the preset side as the target row; or, when an enemy chess piece does not exist in the chessboard row on the preset side, the terminal detects whether an enemy chess piece exists in the other chessboard row in the chessboard row pair.

[0254] For example, see Figure 18 As shown, taking the upper side as the preset side as an example, if the terminal detects that an enemy piece exists in 1802, 1802 is determined as the target row; or if the terminal detects that no enemy piece exists in 1802, it detects whether an enemy piece exists in 1803. Taking the lower side as the preset side as an example, if the terminal detects that an enemy piece exists in 1803, 1803 is determined as the target row; or if the terminal detects that no enemy piece exists in 1803, it detects whether an enemy piece exists in 1802.

[0255] (3) When there is an enemy chess piece in the other chessboard row in the chessboard row pair, the terminal determines the other chessboard row in the chessboard row pair as the target row; or, when there is no enemy chess piece in the other chessboard row in the chessboard row pair, the terminal starts to detect the next chessboard row pair.

[0256] It should be noted that the row spacing indicates the distance between two chessboard rows. Therefore, when the chessboard row where the chess piece is located is fixed, the row spacing between another chessboard row and the chessboard row where the chess piece is located can indicate the position of the other chessboard row. Chess pieces are not always located in the center row position of the chessboard's battle area. Therefore, when the row spacing reaches a certain value, it is possible that only a single chessboard row and the chessboard row where the chess piece is located have a row spacing of the above value, rather than a chessboard row pair and the chessboard row where the chess piece is located have a row spacing of the above value. In other words, when starting from the chessboard row where the chess piece is located, and in the order of row spacing from the chessboard row where the chess piece is located, the upper and lower sides of the chessboard row where the chess piece is located are detected row by row, when a chessboard pair is detected once and the terminal begins to detect the next chessboard pair, it is possible that on one side it has reached the boundary of the chessboard row's battle area, at which point there are no chessboard rows to be detected on that side, while on the other side it has not yet reached the boundary of the chessboard row's battle area, at which point detection can still continue on that side. At this time, the terminal detects that there are enemy chess pieces in the chessboard row on the other side. Regardless of whether that side is the preset side, the chessboard row is directly determined as the target row; the terminal detects that there are no enemy chess pieces in the chessboard row on the other side. When performing the next detection, it directly detects whether there are enemy chess pieces in the chessboard row on that side.

[0257] For example, see Figure 18 As shown, taking the upper side as the preset side as an example, when the terminal detects that there is an enemy piece in 1803, 1803 is determined as the target row; or, when the terminal detects that there is no enemy piece in 1803, the terminal starts detecting the next chessboard pair. At this time, the lower side has reached the boundary of the battle area of the chessboard row, and there is no chessboard row to be detected on the lower side, while the upper side has not yet reached the boundary of the battle area of the chessboard row, and detection can still continue on the upper side. At this time, whether there is an enemy piece in 1804 is detected. Taking the lower side as the preset side as an example, when the terminal detects that there is an enemy piece in 1802, 1802 is determined as the target row; or, when the terminal detects that there is no enemy piece in 1802, the terminal starts detecting the next chessboard pair. At this time, the lower side has reached the boundary of the battle area of the chessboard row, and there is no chessboard row to be detected on the lower side, while the upper side has not yet reached the boundary of the battle area of the chessboard row, and detection can still continue on the upper side. At this time, check 1804 whether there is an enemy chess piece.

[0258] In some embodiments, when performing row-by-row detection on both sides of the upper and lower sides of the chessboard row where the chess piece is located, for a chessboard row pair (i.e., for two chessboard rows with the same row spacing as the chessboard row where the chess piece is located), the terminal simultaneously detects the chessboard rows on both sides. Accordingly, for any chessboard row pair, in order of row spacing from small to large, the terminal simultaneously detects whether there is an enemy chess piece in the chessboard row pair; if it is simultaneously detected that there are enemy chess pieces in both chessboard rows in the chessboard row pair, the terminal determines the chessboard row on the preset side of the chessboard row pair as the target row; or if it is detected that there is an enemy chess piece in any chessboard row in the chessboard row pair, the terminal determines any chessboard row as the target row.

[0259] For example, see Figure 18 As shown, taking the upper side as the preset side as an example, the terminal simultaneously detects whether there are enemy pieces in 1802 and 1803. When the terminal detects that there are enemy pieces in both 1802 and 1803, 1802 is determined as the target row; or, when the terminal detects that there are enemy pieces only in 1802 or only in 1803, the chessboard row where the enemy pieces exist is directly determined as the target row; or, when the terminal detects that there are no enemy pieces in both 1802 and 1803, the terminal detects the next chessboard row pair. Taking setting the lower side as the preset side as an example, the terminal simultaneously detects whether there are enemy pieces in 1802 and 1803. When the terminal detects that there are enemy pieces in both 1802 and 1803, 1803 is determined as the target row; or, when the terminal detects that there are enemy pieces only in 1802 or only in 1803, the chessboard row where the enemy pieces exist is directly determined as the target row; or, when the terminal detects that there are no enemy pieces in both 1802 and 1803, the terminal detects the next chessboard row pair.

[0260] It should be noted that in the above method, the terminal determines the target row based on the row distance from the chess piece, and then determines the enemy chess piece in the target row. In other words, the terminal will control the chess piece to prioritize interaction with the enemy chess piece in the chessboard row closest to the chess piece. Compared with the method in which the terminal controls the chess piece to prioritize interaction with the enemy chess piece closest to the chess piece, this method not only makes it easier for the chess player to determine which enemy chess piece to interact with first, thereby formulating a reasonable strategy, but also improves the human-computer interaction experience and efficiency.

[0261] 1704. Control the chess piece to interact with any enemy chess piece in the target row as the interaction target.

[0262] In the embodiment of the present application, after the terminal determines the target row, the terminal determines the interaction target in the target row and controls the chess piece to interact with the interaction target.

[0263] Among them, when there is only one enemy chess piece in the target row, the terminal determines the enemy chess piece as the target row; when there are multiple enemy chess pieces in the target row, the terminal selects an enemy chess piece from the multiple enemy chess pieces as the interaction target. It should be noted that there are multiple ways for the terminal to select an enemy chess piece from multiple enemy chess pieces as the interaction target. For example, the terminal selects the interaction target based on one or more selection criteria such as spatial distance, reachable path, virtual health value, score, and the amount of reduction caused to the virtual health value of the chess piece. The embodiment of the present application does not limit the selection method. Optionally, when the chess piece is a group attack type chess piece, the terminal can control the chess piece to interact with multiple interaction targets at the same time. At this time, the terminal can select the interaction target based on multiple selection criteria, which will not be described in detail in the embodiment of the present application.

[0264] To facilitate the description of the positional relationship between chess pieces, see Figure 19 As shown, Figure 19 1901 is a schematic diagram of a selection scenario of an interactive target provided by an embodiment of the present application. 1901 is our chess piece, and the terminal determines the interactive target of the chess piece. 1902, 1903, and 1904 are enemy chess pieces. The row spacing between the chessboard row where 1902 and 1903 are located and the row where 1901 is located is 1, and the row spacing between the chessboard row where 1904 is located and the row where 1901 is located is 2. Therefore, the row spacing corresponding to the chessboard row where 1902 and 1903 are located is relatively small. When the terminal detects row by row, it first detects the enemy chess piece in the chessboard row where 1902 and 1903 are located, and the terminal determines the chessboard row where 1902 and 1903 are located as the target row. The terminal determines the interactive target in 1902 and 1903 in the target row, and controls the chess piece to interact with the interactive target.

[0265] In some embodiments, the terminal selects an interaction target based on the spatial distance between the chess piece and the enemy chess piece. Accordingly, if there are multiple enemy chess pieces in the target row, the terminal controls the chess piece to interact with the enemy chess piece with the smallest spatial distance between the chess piece and the target. Spatial distance refers to the Euclidean distance between chess pieces.

[0266] For example, see Figure 19 As shown in (a), the spatial distance between 1901 and 1902 is called the first distance, and the spatial distance between 1901 and 1903 is called the second distance. Since the first distance is smaller than the second distance, the terminal determines 1902 as the interaction target and controls 1901 and 1902 to interact.

[0267] In some embodiments, the terminal selects an interaction target based on the reachable path between the chess piece and the enemy chess piece. Accordingly, if there are multiple enemy chess pieces in the target row, the terminal controls the chess piece to interact with the enemy chess piece with the shortest reachable path between the chess piece and the target. A reachable path is the path that a chess piece takes within the game area of the chessboard to reach the square where the enemy chess piece is located. Since the chess piece, when controlled by the terminal, is blocked by other chess pieces during movement, the terminal cannot control the chess piece to pass through the square where the other chess piece is located. Instead, the terminal controls the chess piece to move through the squares surrounding the square where the other chess piece is located, thereby reaching the square where the enemy chess piece is located. There are multiple paths that the terminal controls the chess piece to reach the square where the enemy chess piece is located. Here, a reachable path is the shortest path among these multiple paths. Typically, a reachable path is also the path that the terminal will actually select when controlling the chess piece to move. The terminal can determine the length of the reachable path in various ways. The terminal can determine the length of the reachable path indirectly by using the number of squares the chess piece has passed through, or it can directly calculate the length of the reachable path. The embodiment of the present application does not limit the method for determining the reachable path length.

[0268] For example, see Figure 19 As shown in (b), the reachable path between 1901 and 1902 is called the first path, and the reachable path between 1901 and 1903 is called the second path. If the number of squares a chess piece passes through is used to indicate the length of a reachable path, the length of the first path is 3 squares, and the length of the second path is 5 squares. Because the length of the first path is shorter than the length of the second path, the terminal determines 1902 as the interaction target and controls 1901 and 1902 to interact.

[0269] In some embodiments, the terminal selects an interaction target based on the virtual health value of the enemy chess piece. Accordingly, if there are multiple enemy chess pieces in the target row, the terminal controls the chess piece to interact with the enemy chess piece with the lowest virtual health value among the multiple enemy chess pieces. Virtual health values include absolute health values and percentage health values. Absolute health values refer to the current health value of a chess piece indicated in the form of a numerical value, and percentage health values refer to the percentage of the current health value of a chess piece to its total health value. The embodiments of the present application do not limit the type of virtual health values used herein.

[0270] For example, Figure 19The following scenario is used as an example for illustration. Each health bar indicates the same virtual health value. 1902's total health bar is 6, and 1903's total health bar is 3. At this point, 1902's current health bar is 3, and 1903's current health bar is 2. If the terminal selects an interaction target based on absolute health bar, 1902's absolute health bar is 3, while 1903's is 2. 1902's absolute health bar is higher than 1903's. Therefore, the terminal identifies 1903 as the interaction target and controls 1901 to interact with 1903. If the terminal selects an interaction target based on percentage health bar, 1902's percentage health bar is 3 / 6, while 1903's is 2 / 3. Therefore, the terminal identifies 1902 as the interaction target and controls 1901 to interact with 1902.

[0271] In some embodiments, the terminal selects the interaction target based on the score of the enemy chess piece. Accordingly, when there are multiple enemy chess pieces in the target row, for any enemy chess piece among the multiple enemy chess pieces, the terminal determines the score of the enemy chess piece based on the correlation between the attributes of the enemy chess piece and the attributes of the chess piece, according to the weight coefficient of each attribute, and the size of the score is used to indicate the priority of the enemy chess piece to be interacted; the terminal controls the chess piece to interact with the enemy chess piece with the highest score among the multiple enemy chess pieces as the interaction target. Among them, the attributes here include the health value of the chess piece, equipment, chess piece type, the distance between chess pieces and other attributes, which are not limited in this embodiment of the present application. Among them, the health value of the chess piece can refer to the absolute health value or the percentage health value, which is not limited in this embodiment of the present application. The distance between chess pieces can refer to the spatial distance or the reachable path, which is not limited in this embodiment of the present application. The chess piece's type indicates the restraint relationship between the pieces. For example, a chess piece with the assassin type restrains a chess piece with the mage type, a chess piece with the tank type restrains a chess piece with the assassin type, and so on. Accordingly, for any enemy chess piece, the terminal determines the score of any attribute based on the association between the enemy chess piece and the chess piece. After determining the scores of multiple attributes of the enemy chess piece, the terminal determines the score of the enemy chess piece by weighted summing the scores of the multiple attributes according to the weight coefficients of the multiple attributes. After determining the scores of the multiple enemy chess pieces, the terminal identifies the enemy chess piece with the highest score as the interaction target and controls the chess piece to interact with the interaction target.

[0272] In some embodiments, the terminal selects an interaction target based on the amount of virtual health reduction caused by an enemy piece. Accordingly, if there are multiple enemy pieces in the target row, for each of the multiple enemy pieces, the terminal determines the amount of virtual health reduction caused by the enemy piece to the piece's virtual health. The terminal then controls the piece to interact with the enemy piece that caused the greatest virtual health reduction among the multiple enemy pieces as the interaction target. Virtual health values are categorized into absolute health values and percentage health values, which will not be detailed here.

[0273] It should be noted that determining the interaction target in the target row through the above-mentioned multiple methods can not only flexibly adapt to the skill modules of various chess pieces and various game scenarios, but also greatly enhance the strategy and fun, while improving the human-computer interaction experience and human-computer interaction efficiency.

[0274] 1705. During the process of a chess piece interacting with an interaction target, if another enemy chess piece moves to the chessboard row where the chess piece is located, the chess piece continues to interact with the interaction target.

[0275] In an embodiment of the present application, during the process of the terminal controlling the chess piece to interact with the interactive target, when another enemy chess piece moves to the chessboard row where the chess piece is located, the terminal still keeps the chess piece interacting with the interactive target until the virtual health value of the interactive target is reset to zero or the interactive target is in a non-interactive state, at which point the terminal will redetermine the interactive target of the chess piece. In other words, when the layout of the chess pieces in the battle area of the chessboard changes, the terminal will give priority to controlling the chess piece to interact with the current interactive target, and will not redetermine the interactive target of the chess piece until it is non-interactive with the current interactive target. In this way, the interaction logic between the chess pieces can be ensured to be relatively clear, making it easier for the chess player to understand the interaction logic between the chess pieces and make more reasonable decisions, thereby improving the player's operating experience.

[0276] In some embodiments, during the interaction between a chess piece and an interactive target, if the interactive target or chess piece moves within the original row of the chessboard, the terminal maintains the interaction between the chess piece and the interactive target. Alternatively, if the interactive target or chess piece moves outside the original row of the chessboard, the terminal maintains the interaction between the chess piece and the interactive target. Alternatively, if another enemy chess piece moves to the target row, the terminal maintains the interaction between the chess piece and the interactive target, where the other enemy chess piece is an enemy chess piece other than the interactive target in the battle area of the chessboard.

[0277] This is to facilitate the scenario where the terminal controls the chess pieces to interact with the interactive target when the layout of the chess pieces in the battle area of the chessboard changes. Figure 20 As shown, Figure 20This is a schematic diagram of a chess piece movement scenario provided in an embodiment of the present application. Here, 2001 is a friendly chess piece, and 2002, 2003, and 2004 are enemy chess pieces. The terminal now uses 2002 as the interaction target and controls 2001 to interact with 2002. Optionally, in any of the following scenarios, the terminal maintains interaction between 2001 and 2002. It should be noted that the following scenarios are merely examples, and this embodiment of the present application does not limit chess piece movement scenarios.

[0278] Case 1: The interactive target or piece moves in the same row as the original one. For example, see Figure 20 As shown, 2001 moves from square A10 to square A11, and 2002 moves from square A20 to square A21. This example illustrates the terminal selecting an interaction target based on the spatial distance between the chess piece and the enemy piece. At this point, the spatial distance between squares A11 and A30 is smaller than the spatial distance between squares A11 and A21. In other words, the spatial distance between 2001 and 2003 is smaller than the spatial distance between 2001 and 2002. However, the terminal still maintains interaction between 2001 and 2002.

[0279] Case 2: The interactive target or piece moves out of the board row where they were originally located. For example, see Figure 20 As shown, 2001 moves from square A10 to square A12, and 2002 moves from square A20 to square A22. This example illustrates the terminal selecting an interaction target based on the spatial distance between the chess piece and the enemy piece. At this point, the spatial distance between squares A12 and A30 is smaller than the spatial distance between squares A12 and A22. In other words, the spatial distance between 2001 and 2003 is smaller than the spatial distance between 2001 and 2002. However, the terminal still maintains interaction between 2001 and 2002.

[0280] Case 3: Another enemy piece moves to the target row. For example, see Figure 20 As shown, 2004 moves from square A40 to square A41. This example illustrates the terminal selecting an interaction target based on the spatial distance between the chess piece and the enemy piece. At this point, the spatial distance between squares A10 and A41 is smaller than the spatial distance between squares A10 and A20. In other words, the spatial distance between 2001 and 2004 is smaller than the spatial distance between 2001 and 2002. However, the terminal still maintains interaction between 2001 and 2002.

[0281] Case 4: Another enemy piece moves to the same row of the board as the piece. For example, see Figure 20As shown, 2004 moves from square A40 to square A42. This example illustrates the terminal selecting an interaction target based on the spatial distance between the chess piece and the enemy piece. At this point, the spatial distance between squares A10 and A42 is smaller than the spatial distance between squares A10 and A20. In other words, the spatial distance between 2001 and 2004 is smaller than the spatial distance between 2001 and 2002. However, the terminal still maintains interaction between 2001 and 2002.

[0282] 1706. When the virtual health value of the interactive target is reset to zero and the chess piece moves to another chessboard row, the interactive target of the chess piece is re-determined with the other chessboard row as the starting point.

[0283] In an embodiment of the present application, when the virtual health value of an interactive target is reset to zero, the terminal cannot control the chess piece to interact with the interactive target, and the terminal controls the chess piece to move in order to determine the next interactive target. At this time, if the terminal controls the chess piece to move to another chessboard row other than the chess piece's original row, the terminal uses the other chessboard row as the starting point and re-checks the upper and lower sides of the chessboard row where the chess piece is located, row by row, in ascending order of row spacing from the chessboard row where the chess piece is located, to re-determine the interactive target of the chess piece.

[0284] To facilitate the description of the above scenario, see Figure 21 As shown, Figure 21 2101 is a chess piece, 2102, 2103 and 2104 are enemy chess pieces. Figure 21 As shown in (a), the terminal now uses 2102 as the interaction target and controls 2101 to interact with 2102. When the virtual health value of 2102 is reset to zero, see Figure 21 As shown in (b), the terminal cannot control 2101 and 2102 to interact, and the terminal controls 2101 to move from B10 to B11 to determine the next interaction target. It should be noted that the terminal does not restrict the movement path and movement method of the chess piece.

[0285] To describe the overall process, see Figure 22 As shown, Figure 2222 is a schematic diagram of an overall process provided by an embodiment of the present application. First, step 2201 is executed, and the terminal initializes the game parameters of the turn-based chess game. Step 2202 is executed to enter the battle phase of the turn-based chess game. Step 2203 is executed, and for any chess piece, the terminal begins to determine the interaction target. Step 2204 is executed to detect whether there is an enemy chess piece in the chessboard row where the chess piece is located. When the terminal detects that there is an enemy chess piece in the chessboard row where the chess piece is located, step 2205 is executed to determine the enemy chess piece with the closest spatial distance to the chess piece in the chessboard row where the chess piece is located as the interaction target. Then step 2209 is executed, and the terminal controls the chess piece to interact with the interaction target. When the terminal detects that there is no enemy chess piece in the chessboard row where the chess piece is located, step 2206 is executed to detect whether there is an enemy chess piece in the chessboard row adjacent to the chessboard row where the chess piece is located (i.e., in the chessboard row with a row spacing of 1 from the chessboard row where the chess piece is located). If the terminal detects that there is an enemy piece in the row adjacent to the row where the piece is located, step 2207 is executed, and the enemy piece with the closest spatial distance to the piece in the row adjacent to the row where the piece is located is determined as the interaction target. If the terminal detects that there is no enemy piece in the row adjacent to the row where the piece is located, step 2208 is executed to detect whether there is an enemy piece in the row that is one row away from the row where the piece is located (i.e., the row with a row spacing of 2 from the row where the piece is located). The above steps are repeated until the target row is determined, and finally step 2209 is executed, and the terminal controls the piece to interact with the interaction target in the target row.

[0286] The present invention provides a method for interacting chess pieces in a turn-based chess game. By starting with the board row where the chess piece is located and performing row-by-row detection in ascending order of row spacing, the chess piece is controlled to interact with the interaction target in the target row. Compared to traditional interaction methods based on spatial distance, this method is based on chess piece layout. This not only facilitates the player's understanding of the interaction priority between chess pieces, thereby more quickly determining the next interaction target of a chess piece during the chess piece deployment process, improving the efficiency of human-computer interaction, but also provides the player with more strategic options, thereby enhancing the fairness and complexity of the game.

[0287] Figure 23 This is a block diagram of a chess piece interaction device for a turn-based chess game provided by an embodiment of the present application. The device is used to execute the steps of the chess piece interaction method in the turn-based chess game. Figure 23 The chess piece interaction device in the turn-based chess game includes: a display module 2301, a first determination module 2302 and a first control module 2303.

[0288] Display module 2301 is used to display a plurality of chess pieces in a battle area of a chessboard during a battle phase of a turn-based chess game, wherein the battle area of the chessboard includes a plurality of chessboard rows where chess pieces can be deployed, each chessboard row including a plurality of chessboard squares where chess pieces can be deployed, and the plurality of chess pieces include battle pieces of two opposing teams;

[0289] The first determination module 2302 is configured to detect any chess piece, starting from the chessboard row where the chess piece is located, and performing row-by-row detection in ascending order of row distance from the chessboard row where the chess piece is located, to obtain a target row, where the target row is the chessboard row where the presence of an enemy chess piece is first detected;

[0290] The first control module 2303 is used to control the chess piece to interact with any enemy chess piece in the target row as the interaction target.

[0291] In some embodiments, Figure 24 This is a block diagram of another chess piece interaction device in a turn-based chess game provided by an embodiment of the present application. Figure 24 As shown, the first determining module 2302 includes:

[0292] The first detection unit 23021 is used to detect whether there is an enemy chess piece in the chessboard row where any chess piece is located during the battle phase of the turn-based chess game;

[0293] The second detection unit 23022 is used to, when there is no enemy chess piece in the chessboard row where the chess piece is located, perform row-by-row detection on the upper and lower sides of the chessboard row where the chess piece is located in order of row distance from the chessboard row where the chess piece is located from small to large, to obtain the target row.

[0294] In some embodiments, the second detection unit 23022 is used to detect whether there is an enemy chess piece in the chessboard row on a preset side of any chessboard row pair in order of row spacing from small to large with respect to the chessboard row where the chess piece is located, where a chessboard row pair is a pair of chessboard rows on the upper and lower sides of the chessboard row where the chess piece is located and having the same row spacing as the chessboard row where the chess piece is located; when there is an enemy chess piece in the chessboard row on the preset side, the chessboard row on the preset side is determined as the target row; or, when there is no enemy chess piece in the chessboard row on the preset side, detect whether there is an enemy chess piece in the other chessboard row in the chessboard row pair; when there is an enemy chess piece in the other chessboard row in the chessboard row pair, the other chessboard row in the chessboard row pair is determined as the target row.

[0295] In some embodiments, the second detection unit 23022 is used to simultaneously detect whether there is an enemy chess piece in any chessboard row pair in order of the row spacing from small to large with respect to the chessboard row where the chess piece is located. A chessboard row pair is a pair of chessboard rows that are located on the upper and lower sides of the chessboard row where the chess piece is located and have the same row spacing as the chessboard row where the chess piece is located. When it is simultaneously detected that there are enemy chess pieces in both chessboard rows in a chessboard row pair, the chessboard row on the preset side of the chessboard row pair is determined as the target row. Or, when it is detected that there is an enemy chess piece in any chessboard row in a chessboard row pair, any chessboard row is determined as the target row.

[0296] In some embodiments, the first control module 2303 is used to control the chess piece to interact with the enemy chess piece with the smallest spatial distance between the chess piece and the multiple enemy chess pieces as the interaction target when there are multiple enemy chess pieces in the target row.

[0297] In some embodiments, the first control module 2303 is used to control the chess piece to interact with the enemy chess piece with the shortest reachable path between the chess piece and the multiple enemy chess pieces as the interaction target when there are multiple enemy chess pieces in the target row. The reachable path is the path that the chess piece takes to reach the chess square where the enemy chess piece is located by moving in the battle area of the chessboard.

[0298] In some embodiments, the first control module 2303 is configured to control the chess piece to interact with the enemy chess piece with the lowest virtual health value among the multiple enemy chess pieces as the interaction target when there are multiple enemy chess pieces in the target row.

[0299] In some embodiments, the first control module 2303 is used to determine the score of any enemy chess piece among the multiple enemy chess pieces, based on the correlation between the attributes of the enemy chess piece and the attributes of the chess piece, and according to the weight coefficient of each attribute, when there are multiple enemy chess pieces in the target row. The size of the score is used to indicate the priority of the enemy chess piece to be interacted with; and the chess piece is controlled to interact with the enemy chess piece with the highest score among the multiple enemy chess pieces as the interaction target.

[0300] In some embodiments, the first control module 2303 is used to determine the amount of reduction in the virtual life value of the chess piece caused by the enemy chess piece for any of the multiple enemy chess pieces when there are multiple enemy chess pieces in the target row; and control the chess piece to interact with the enemy chess piece that causes the largest reduction among the multiple enemy chess pieces as the interaction target.

[0301] In some embodiments, the apparatus further comprises:

[0302] The second control module 2401 is configured to keep the chess piece interacting with the interactive target if the interactive target or the chess piece moves during the interaction between the chess piece and the interactive target; or

[0303] The second control module 2401 is further configured to, during the process of the chess piece interacting with the interactive target, if another enemy chess piece moves to the target row, keep the chess piece interacting with the interactive target, where the other enemy chess piece is any enemy chess piece other than the interactive target in the battle area of the chessboard; or

[0304] The second control module 2401 is further configured to keep the chess piece interacting with the interactive target if another enemy chess piece moves to the chessboard row where the chess piece is located during the interaction between the chess piece and the interactive target.

[0305] In some embodiments, the apparatus further comprises:

[0306] The second determining module 2402 is configured to, when the virtual health value of the interactive target is reset to zero and the chess piece moves to another chessboard row, re-determine the interactive target of the chess piece with the other chessboard row as the starting point.

[0307] This application provides a chess piece interaction device for a turn-based chess game. This device controls the interaction between chess pieces and interactive targets in a target row by detecting them row by row, starting from the row where the chess piece is located and following the order of row spacing from smallest to largest. Compared to traditional interaction devices based on spatial distance, this device is based on chess piece layout. This not only facilitates the player's understanding of the interaction priority between chess pieces, allowing for faster determination of the next interactive target during chess piece deployment, improving human-computer interaction efficiency, but also provides players with more strategic options, thereby enhancing the fairness and complexity of the game.

[0308] It should be noted that the above-described embodiments of the chess piece interaction device for a turn-based chess game, when running an application, illustrate only the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, i.e., the internal structure of the terminal can be divided into different functional modules to complete all or part of the functions described above. Furthermore, the above-described embodiments of the chess piece interaction device for a turn-based chess game and the embodiments of the chess piece interaction method for a turn-based chess game are based on the same concept. The specific implementation process is described in the method embodiments and will not be repeated here.

[0309] Figure 25The figure is a schematic diagram of the structure of a terminal provided in an embodiment of the present application. Terminal 2500 may be a portable mobile terminal, such as a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer, or a desktop computer. Terminal 2500 may also be referred to as user equipment, a portable terminal, a laptop terminal, a desktop terminal, or other similar names.

[0310] Typically, the terminal 2500 includes a processor 2501 and a memory 2502 .

[0311] The processor 2501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2501 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 2501 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2501 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2501 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0312] The memory 2502 may include one or more computer-readable storage media, which may be non-transitory. The memory 2502 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2502 is used to store at least one computer program, which is executed by the processor 2501 to implement the method for interacting with chess pieces in a turn-based chess game provided in the method embodiment of the present application.

[0313] In some embodiments, terminal 2500 may optionally include a peripheral device interface 2503 and at least one peripheral device. The processor 2501, memory 2502, and peripheral device interface 2503 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 2503 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 2504, a display screen 2505, a camera assembly 2506, an audio circuit 2507, and a power supply 2508.

[0314] The peripheral device interface 2503 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 2501 and the memory 2502. In some embodiments, the processor 2501, the memory 2502, and the peripheral device interface 2503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2501, the memory 2502, and the peripheral device interface 2503 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0315] RF circuit 2504 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. RF circuit 2504 communicates with communication networks and other communication devices via electromagnetic signals. RF circuit 2504 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. In some embodiments, RF circuit 2504 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. RF circuit 2504 can communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, RF circuit 2504 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0316] The display screen 2505 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 2505 is a touch screen display, the display screen 2505 also has the ability to collect touch signals on the surface or above the surface of the display screen 2505. The touch signal can be input as a control signal to the processor 2501 for processing. In this case, the display screen 2505 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 2505, which is set on the front panel of the terminal 2500; in other embodiments, there can be at least two display screens 2505, which are respectively set on different surfaces of the terminal 2500 or in a folding design; in other embodiments, the display screen 2505 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal 2500. Even more, the display screen 2505 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 2505 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0317] The camera assembly 2506 is used to capture images or videos. In some embodiments, the camera assembly 2506 includes a front camera and a rear camera. Typically, the front camera is set on the front panel of the terminal, and the rear camera is set on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 2506 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0318] The audio circuit 2507 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 2501 for processing, or input into the radio frequency circuit 2504 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each located in different parts of the terminal 2500. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 2501 or the radio frequency circuit 2504 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, the audio circuit 2507 may also include a headphone jack.

[0319] Power supply 2508 is used to power various components in terminal 2500. Power supply 2508 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 2508 includes a rechargeable battery, the rechargeable battery can support wired charging or wireless charging. The rechargeable battery can also be used to support fast charging technology.

[0320] In some embodiments, the terminal 2500 further includes one or more sensors 2509 , including but not limited to: an acceleration sensor 2510 , a gyroscope sensor 2511 , a pressure sensor 2512 , an optical sensor 2513 , and a proximity sensor 2514 .

[0321] The accelerometer 2510 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal 2500. For example, the accelerometer 2510 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 2501 can control the display screen 2505 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 2510. The accelerometer 2510 can also be used to collect game or user motion data.

[0322] The gyroscope sensor 2511 can detect the orientation and rotation angle of the terminal 2500. It can also work with the accelerometer 2510 to collect the user's 3D movements on the terminal 2500. Based on the data collected by the gyroscope sensor 2511, the processor 2501 can implement the following functions: motion sensing (for example, changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0323] The pressure sensor 2512 can be provided on the side frame of the terminal 2500 and / or below the display screen 2505. When the pressure sensor 2512 is provided on the side frame of the terminal 2500, it can detect the user's gripping signal of the terminal 2500. The processor 2501 then performs left-hand or right-hand recognition or shortcut operations based on the gripping signal collected by the pressure sensor 2512. When the pressure sensor 2512 is provided below the display screen 2505, the processor 2501 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 2505. Operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0324] Optical sensor 2513 is used to detect ambient light intensity. In one embodiment, processor 2501 can control the display brightness of display screen 2505 based on the ambient light intensity detected by optical sensor 2513. Optionally, when the ambient light intensity is high, the display brightness of display screen 2505 is increased; when the ambient light intensity is low, the display brightness of display screen 2505 is decreased. In another embodiment, processor 2501 can also dynamically adjust the shooting parameters of camera assembly 2509 based on the ambient light intensity detected by optical sensor 2513.

[0325] Proximity sensor 2514, also known as a distance sensor, is provided on the front panel of terminal 2500. Proximity sensor 2514 is used to detect the distance between the user and the front of terminal 2500. In one embodiment, when proximity sensor 2514 detects that the distance between the user and the front of terminal 2500 is gradually decreasing, processor 2501 controls display screen 2505 to switch from the screen-on state to the screen-off state. When proximity sensor 2514 detects that the distance between the user and the front of terminal 2500 is gradually increasing, processor 2501 controls display screen 2505 to switch from the screen-off state to the screen-on state.

[0326] Those skilled in the art will understand that Figure 25 The structure shown in the figure does not constitute a limitation on the terminal 2500, and the terminal 2500 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0327] Figure 26This is a schematic diagram of the structure of a server provided in an embodiment of the present application. The server 2600 may vary significantly due to different configurations or performances, and may include one or more processors (Central Processing Units, CPUs) 2601 and one or more memories 2602, wherein the memories 2602 store at least one computer program, which is loaded and executed by the processor 2601 to implement the interactive methods for chess pieces in the turn-based chess game provided in the above-mentioned various method embodiments. Of course, the server may also have components such as a wired or wireless network interface, a keyboard, and input and output interfaces for input and output. The server may also include other components for implementing device functions, which will not be described in detail here.

[0328] The present application also provides a computer-readable storage medium having at least one computer program stored therein. The at least one computer program is loaded and executed by a processor to implement the chess piece interaction method in the turn-based chess game described in the above embodiment. For example, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), a magnetic tape, a floppy disk, or an optical data storage device.

[0329] The embodiment of the present application also provides a computer program product, including a computer program, which is executed by a processor to implement the method for interacting chess pieces in a turn-based chess game in the embodiment of the present application.

[0330] Those skilled in the art will understand that all or part of the steps of implementing the above embodiments may be accomplished by hardware, or may be accomplished by a program instructing the relevant hardware, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.

[0331] 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 interacting chess pieces in a turn-based chess game, characterized in that: The method comprises: During a battle phase of a turn-based chess game, a plurality of chess pieces are displayed in a battle area of a chessboard, wherein the battle area includes a plurality of chessboard rows where chess pieces can be deployed, each chessboard row includes a plurality of chess squares where chess pieces can be deployed, and the plurality of chess pieces include battle pieces of two opposing teams; For any chess piece, starting from the chessboard row where the chess piece is located, detect row by row in ascending order of row distance from the chessboard row where the chess piece is located to obtain the target row, which is the chessboard row where the enemy chess piece is first detected in the target row; The chess piece is controlled to interact with any enemy chess piece in the target row as an interaction target.

2. The method according to claim 1, characterized in that For any chess piece, starting from the chessboard row where the chess piece is located, detecting row by row in ascending order of row distance from the chessboard row where the chess piece is located to obtain the target row includes: During the battle phase of the turn-based chess game, for any chess piece, detecting whether there is an enemy chess piece in the chessboard row where the chess piece is located; When there is no enemy chess piece in the chessboard row where the chess piece is located, row detection is performed on the upper and lower sides of the chessboard row where the chess piece is located in order of row distance from the chessboard row where the chess piece is located from small to large to obtain the target row.

3. The method according to claim 2, characterized in that The step of detecting the target row by row on both sides of the upper and lower sides of the row where the chess piece is located in ascending order of row spacing from the row where the chess piece is located comprises: For any pair of chessboard rows, in ascending order of row spacing from the chessboard row where the chess piece is located, detecting whether there is an enemy chess piece in the chessboard row on a preset side of the chessboard row pair, wherein the chessboard row pair is a pair of chessboard rows located above and below the chessboard row where the chess piece is located and having the same row spacing as the chessboard row where the chess piece is located; In the case where an enemy chess piece exists in the chessboard row on the preset side, determining the chessboard row on the preset side as the target row; or, In the case where there is no enemy chess piece in the chessboard row on the preset side, detecting whether there is an enemy chess piece in the other chessboard row in the chessboard row pair; In the case where an enemy chess piece exists in the other chessboard row in the chessboard row pair, the other chessboard row in the chessboard row pair is determined as the target row.

4. The method according to claim 2, characterized in that The step of detecting the target row by row on both sides of the upper and lower sides of the row where the chess piece is located in ascending order of row spacing from the row where the chess piece is located comprises: In order of increasing row spacing from the row where the chess piece is located, for any pair of chess board rows, simultaneously detecting whether there is an enemy chess piece in the chess board row pair, the chess board row pair being a pair of chess board rows located above and below the row where the chess piece is located and having the same row spacing as the row where the chess piece is located; In the case where it is simultaneously detected that enemy chess pieces exist in both chessboard rows of the chessboard row pair, the chessboard row on the preset side of the chessboard row pair is determined as the target row; or When it is detected that an enemy chess piece exists in any chessboard row in the chessboard row pair, the any chessboard row is determined as a target row.

5. The method according to claim 1, wherein The controlling the chess piece to interact with any enemy chess piece in the target row as an interaction target includes: In the case where there are multiple enemy chess pieces in the target row, the chess piece is controlled to interact with the enemy chess piece with the smallest spatial distance between the chess piece and the multiple enemy chess pieces as the interaction target.

6. The method according to claim 1, characterized in that The controlling the chess piece to interact with any enemy chess piece in the target row as an interaction target includes: When there are multiple enemy chess pieces in the target row, the chess piece is controlled to interact with the enemy chess piece with the shortest reachable path between the chess piece and the multiple enemy chess pieces as the interaction target, and the reachable path is the path that the chess piece takes to reach the chess square where the enemy chess piece is located in the battle area of the chessboard.

7. The method according to claim 1, characterized in that The controlling the chess piece to interact with any enemy chess piece in the target row as an interaction target includes: In the case where there are multiple enemy chess pieces in the target row, the chess piece is controlled to interact with the enemy chess piece with the lowest virtual health value among the multiple enemy chess pieces as the interaction target.

8. The method according to claim 1, characterized in that The controlling the chess piece to interact with any enemy chess piece in the target row as an interaction target includes: When there are multiple enemy pieces in the target row, for any one of the multiple enemy pieces, a score of the enemy piece is determined based on an association between the attributes of the enemy piece and the attributes of the piece and according to a weight coefficient of each attribute, wherein the magnitude of the score indicates a priority of the enemy piece to be interacted with; The chess piece is controlled to interact with the enemy chess piece with the highest score among the multiple enemy chess pieces as the interaction target.

9. The method according to claim 1, characterized in that The controlling the chess piece to interact with any enemy chess piece in the target row as an interaction target includes: In the case where there are multiple enemy chess pieces in the target row, for any enemy chess piece among the multiple enemy chess pieces, determining an amount of reduction in the virtual life value of the chess piece caused by the enemy chess piece; The chess piece is controlled to interact with the enemy chess piece that causes the largest reduction among the multiple enemy chess pieces as the interaction target.

10. The method according to claim 1, characterized in that The method further comprises: During the process of the chess piece interacting with the interactive target, if the interactive target or the chess piece moves, the chess piece continues to interact with the interactive target; or During the process of the chess piece interacting with the interactive target, if another enemy chess piece moves to the target row, the chess piece keeps interacting with the interactive target, and the other enemy chess piece is another enemy chess piece other than the interactive target in the battle area of the chessboard; or During the process of the chess piece interacting with the interactive target, if the other enemy chess piece moves to the chessboard row where the chess piece is located, the chess piece keeps interacting with the interactive target.

11. The method according to claim 1, wherein The method further comprises: When the virtual life value of the interactive target is reset to zero and the chess piece moves to another chessboard row, the interactive target of the chess piece is re-determined with the other chessboard row as the starting point.

12. A chess piece interaction device in a turn-based chess game, characterized in that: The device comprises: A display module is configured to display a plurality of chess pieces in a battle area of a chessboard during a battle phase of a turn-based chess game, wherein the battle area of the chessboard includes a plurality of chessboard rows where chess pieces can be deployed, each chessboard row including a plurality of chessboard squares where chess pieces can be deployed, and the plurality of chess pieces include chess pieces of two opposing teams; A first determination module is configured to detect any chess piece, starting from the chessboard row where the chess piece is located, row by row in ascending order of row distance from the chessboard row where the chess piece is located, to obtain a target row, where the target row is the chessboard row where the presence of an enemy chess piece is first detected; The first control module is used to control the chess piece to interact with any enemy chess piece in the target row as an interaction target.

13. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory is used to store at least one computer program, and the at least one computer program is loaded by the processor and executes the method for interacting chess pieces in a turn-based chess game according to any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that The computer-readable storage medium is used to store at least one computer program, and the at least one computer program is used to execute the method for interacting chess pieces in a turn-based chess game according to any one of claims 1 to 11.

15. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method for interacting chess pieces in a turn-based chess game according to any one of claims 1 to 11 is implemented.