Card replacement method, device and equipment for turn-system chess game and storage medium
By introducing card exchange buttons and bonus reward mechanisms in turn-based chess games, the problem of single card replacement method is solved, more flexible and lower-cost card replacement is achieved, and the game interaction rate is improved.
Patent Information
- Application Number
- CN202410179144.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-02-08
- Publication Date
- 2025-08-08
AI Technical Summary
In turn-based chess games, the card replacement method is single and the flexibility is poor, resulting in high replacement costs and reducing the probability of the game object replacing cards.
The card change button is introduced in the game interface, and card replacement is realized by obtaining bonuses, allowing the game object to replace existing cards with chess cards of the target chess type, simplifying the card replacement process.
Improves card replacement flexibility and reduces replacement costs, and improves game interaction rate.
Smart Images

Figure CN120437633A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of human-computer interaction technology, and in particular to a card replacement method, device, equipment, and storage medium for a turn-based chess game. Background Art
[0002] Turn-based chess games are a new type of chess game. After the two opposing teams place their chess pieces on the board, the game application automatically controls the chess pieces on the board to fight and displays the results of the battle.
[0003] In the related art, in a turn-based chess game, when a game object wants to replace a card that the game object already owns, in response to the game object's triggering operation on the first card to be replaced, a store page of the game store is displayed, and the store page displays available candidate cards; in response to the triggering operation on the second card among the candidate cards, and the energy required to obtain the second card is transferred, the first card is replaced with the second card.
[0004] However, the above method requires obtaining a second card from the game store in order to replace the first card with the second card, which makes the card replacement method relatively simple, the card replacement flexibility is poor, and the card replacement cost is high, thereby reducing the probability of the game object replacing the card. Summary of the Invention
[0005] The present invention provides a card replacement method, device, equipment, and storage medium for a turn-based chess game. These methods can be used to address the problems of the related art, such as the limited card replacement method, poor replacement flexibility, and high replacement costs, thereby reducing the probability of game players replacing cards. The technical solution includes the following.
[0006] In one aspect, an embodiment of the present application provides a method for replacing cards in a turn-based chess game, the method comprising:
[0007] Displaying a game interface of a turn-based chess game, wherein a card exchange button is displayed in the game interface, and the card exchange button is used to replace the cards already owned by the game object;
[0008] In response to a triggering operation on the card change button, displaying a card change page, wherein the card change page displays the cards already owned by the game object;
[0009] In response to a triggering operation on a first card among the cards already owned by the game object, and the game object has obtained a bonus reward, the first card is replaced with a second card, the bonus reward is used to replace the card triggered by the game object with a chess piece card of a target chess piece type during the card replacement process, and the second card is a chess piece card of the target chess piece type.
[0010] On the other hand, an embodiment of the present application provides a card replacement device for a turn-based chess game, the device comprising:
[0011] A display module, configured to display a game interface of a turn-based chess game, wherein a card exchange button is displayed in the game interface, and the card exchange button is used to replace the cards already owned by the game object;
[0012] The display module is further configured to display a card exchange page in response to a triggering operation on the card exchange button, wherein the card exchange page displays the cards already owned by the game object;
[0013] A replacement module is configured to, in response to a triggering operation on a first card in a deck already owned by the game object and the game object has obtained a bonus reward, replace the first card with a second card, wherein the bonus reward is used to replace the card triggered by the game object with a chess piece card of a target chess piece type during the card replacement process, and the second card is a chess piece card of the target chess piece type.
[0014] In a possible implementation, the cards already owned by the game object displayed on the card exchange page are displayed in a card area of the card exchange page, and the card exchange page also displays a confirmation control and a target area, and the target area is used to display the card to be exchanged;
[0015] The replacement module is configured to, in response to a trigger operation on a first card among the cards already owned by the game object, move the first card from the card area to the target area; in response to a trigger operation on the confirmation control, determine the card type of the first card; and replace the first card with the second card based on the card type of the first card meeting the type requirement and the game object having obtained the bonus reward.
[0016] In a possible implementation, the display module is further configured to cancel display of the first card in the game page and display the second card in the game page.
[0017] In a possible implementation, the display module is configured to display the second card at the display position of the first card in the game page; or display the second card at a reference position in the game page.
[0018] In a possible implementation, an upgrade button is further displayed on the game page, and the upgrade button is used to increase the game level of the game object;
[0019] The display module is further configured to display a level growth page of the game object in response to a triggering operation on the upgrade button, wherein the level growth page displays a first-type reward control for a target level, the display state of the first-type reward control being locked, and the target level being higher than the current game level of the game object;
[0020] The device further comprises:
[0021] an adjusting module, configured to adjust the current game level of the game object to the target level in response to a triggering operation of a game level upgrade function;
[0022] Adjusting the display state of the first type of reward control to an unlocked state;
[0023] The display module is further configured to display reward information of at least one candidate reward associated with the first type of reward control in response to a triggering operation on the first type of reward control;
[0024] In response to a triggering operation on reward information of a target reward among the at least one candidate reward, displaying a reward icon of a bonus reward corresponding to the target reward in an area corresponding to the first type of reward control;
[0025] In response to a triggering operation on a reward icon for the bonus reward, displaying reward information for the bonus reward;
[0026] The device further comprises:
[0027] A transfer module is used to transfer the bonus reward to the game account of the game object in response to the triggering operation of the acquisition function of the bonus reward, and the current energy value of the game object is not less than the energy value required to obtain the bonus reward.
[0028] In a possible implementation, any candidate reward corresponds to a chess piece type and a chess piece attribute, and any candidate reward is used to add the chess piece attribute of a chess piece card of the chess piece type;
[0029] The transfer module is further configured to transfer the target reward to the game account of the game object in response to a triggering operation of reward information for a target reward among the at least one candidate reward, wherein the target reward is used to add a target chess piece attribute to a first chess piece card during a game of the game object, wherein the first chess piece card is a chess piece card among the chess pieces of the game object whose chess piece type is the chess piece type corresponding to the target reward, and the target chess piece attribute is the chess piece attribute corresponding to the target reward.
[0030] In a possible implementation, the adjustment module is configured to determine the current energy value of the game object in response to a triggering operation of a game level upgrade function;
[0031] Based on the current energy value of the game object being not less than the energy value required by the game level upgrade function, the current game level of the game object is adjusted to the target level.
[0032] In one possible implementation, the adjustment module is further used to adjust the current energy value of the game object based on the current energy value of the game object being not less than the energy value required for the game level upgrade function, according to the energy value required for the game level upgrade function, to obtain the current energy value of the game object after adjustment, and the current energy value of the game object after adjustment is the difference between the current energy value of the game object and the energy value required for the game level upgrade function.
[0033] In one possible implementation, the display module is further used to display a first prompt message based on the current energy value of the game object being less than the energy value required for the game level upgrade function, wherein the first prompt message is used to indicate that the game object does not meet the game level upgrade conditions.
[0034] In a possible implementation, the level growth page further displays a second type of reward control for the target level, and the display state of the second type of reward control is the locked state;
[0035] The adjustment module is further configured to adjust the display state of the second-type reward control to the unlocked state;
[0036] The display module is further configured to display reward information of a game reward corresponding to the second type of reward control in response to a triggering operation on the second type of reward control;
[0037] The transfer module is also used to respond to the triggering operation of the acquisition function of the game reward corresponding to the second type of reward control, and the current energy value of the game object is not less than the energy value required to obtain the game reward corresponding to the second type of reward control, and transfer the game reward corresponding to the second type of reward control to the game account of the game object.
[0038] In a possible implementation, a first value is displayed at the first position of the second-type reward control, where the first value is an energy value required to obtain a game reward corresponding to the second-type reward control.
[0039] In a possible implementation, a second value is displayed at the second position of the second type reward control, where the second value is the remaining number of times to obtain the game reward corresponding to the second type reward control.
[0040] In one possible implementation, the display module is further used to adjust the display state of the second type of reward control to a target state based on the remaining number of acquisitions of the game reward corresponding to the second type of reward control being the target number, and the target state is used to indicate that the game reward corresponding to the second type of reward control cannot be obtained.
[0041] In a possible implementation, the reward information of the candidate reward includes a reward icon of the candidate reward;
[0042] The display module is further configured to display a reward icon of the target reward at a display position of the first type reward control in response to a triggering operation on reward information of the target reward among the at least one candidate reward.
[0043] In one possible implementation, the level growth page also displays the growth track of the game object, and multiple growth nodes are displayed in the growth track. Any growth node corresponds to a game level. The first node among the multiple growth nodes is displayed in a first state, and the second node is displayed in a second state. The game level corresponding to the first node is higher than the current game level of the game object, and the game level corresponding to the second node is not higher than the current game level of the game object. The first state and the second state are different.
[0044] In one possible implementation, the display module is further used to adjust the display state of the card change button to a reference state based on the target number of remaining card changes of the game object, and the reference state is used to indicate that the game object cannot replace the cards already owned by the game object, and the remaining number of card changes of the game object is determined based on the result of the previous game of the game object.
[0045] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor to enable the computer device to implement any of the above-mentioned card replacement methods for turn-based chess games.
[0046] On the other hand, a computer-readable storage medium is provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned card replacement methods for a turn-based chess game.
[0047] On the other hand, a computer program or computer program product is also provided, wherein at least one computer instruction is stored in the computer program or computer program product, and the at least one computer instruction is loaded and executed by a processor to enable the computer to implement any of the above-mentioned card replacement methods for turn-based chess games.
[0048] The technical solutions provided by the embodiments of the present application bring at least the following beneficial effects:
[0049] The technical solution provided by the embodiments of the present application allows a game player to replace a card already owned by the game player after receiving a bonus reward. The first card selected by the game player to be replaced is replaced with a chess piece card of the type corresponding to the bonus reward. This approach eliminates the need for the game player to obtain cards from the game store, allowing for more diverse and flexible card replacement methods. It also reduces the cost of card replacement and increases the probability of the game player replacing cards, thereby improving the game's interactivity. BRIEF DESCRIPTION OF THE DRAWINGS
[0050] 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.
[0051] Figure 1 This is a structural block diagram of a computer system provided by one embodiment of the present application;
[0052] Figure 2 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;
[0053] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided by an embodiment of the present application;
[0054] Figure 4 This is a card diagram of a chess piece card provided by one embodiment of the present application;
[0055] Figure 5 This is a card diagram of an effect card provided by one embodiment of the present application;
[0056] Figure 6 This is a card diagram of an equipment card provided by an embodiment of the present application;
[0057] Figure 7 This is a card diagram of a chess player card provided by one embodiment of the present application;
[0058] Figure 8 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;
[0059] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application;
[0060] Figure 10 This is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;
[0061] Figure 11 This is a schematic diagram of the interface for playing cards in the preparation phase provided by one embodiment of the present application;
[0062] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0063] Figure 13 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0064] Figure 14 This is a schematic diagram of a game interface during the battle phase provided by an embodiment of the present application;
[0065] Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application;
[0066] Figure 16 This is a flow chart of a card replacement method for a turn-based chess game provided in an embodiment of the present application;
[0067] Figure 17 This is a schematic diagram of a game interface provided by an embodiment of the present application;
[0068] Figure 18 This is a schematic diagram of a card exchange page provided in an embodiment of the present application;
[0069] Figure 19 This is a schematic diagram of a level growth page provided in an embodiment of the present application;
[0070] Figure 20 This is a schematic diagram of another display of a level growth page provided in an embodiment of the present application;
[0071] Figure 21 This is a schematic diagram showing reward information of a candidate reward associated with a first type reward control provided by an embodiment of the present application;
[0072] Figure 22 This is a schematic diagram showing another level growth page for a game object provided by an embodiment of the present application;
[0073] Figure 23 This is a schematic diagram of a display of a bonus reward page provided in an embodiment of the present application;
[0074] Figure 24 This is a schematic diagram of another display of a card exchange page provided in an embodiment of the present application;
[0075] Figure 25 This is a schematic diagram of another game interface provided by an embodiment of the present application;
[0076] Figure 26 This is a schematic diagram showing a reward page for a game reward corresponding to a second type of reward control provided in an embodiment of the present application;
[0077] Figure 27 Schematic diagram of display of upgrade controls corresponding to different game levels provided by an embodiment of the present application;
[0078] Figure 28 This is a flow chart of a card replacement method for a turn-based chess game provided in an embodiment of the present application;
[0079] Figure 29 This is a structural diagram of a card replacement device for a turn-based chess game provided in an embodiment of the present application;
[0080] Figure 30 This is a schematic diagram of the structure of a terminal device provided in an embodiment of the present application;
[0081] Figure 31 This is a structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION
[0082] 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.
[0083] It should be noted that the terms "first," "second," and the like in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or precedence. It should be understood that the terms used in this manner are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Instead, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
[0084] First, the nouns involved in the embodiments of this application are introduced:
[0085] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged layout. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game usually adopts a turn-based system. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is deemed the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optional, turn-based chess games include Auto Chess.
[0086] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each of whom occupies an area on the board. Two of the multiple players compete one-on-one. Each round of a game consists of two stages: the preparation phase and the battle phase. In the preparation phase, users purchase chess pieces (heroes) from the store and arrange them on the board. In the battle phase, both teams lock their lineups, and the chess pieces will automatically engage until all of one team's pieces are dead. The player who destroys all of their chess pieces loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).
[0087] 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.
[0088] 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.
[0089] 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.
[0090] 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.
[0091] 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.
[0092] 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.
[0093] 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.
[0094] Figure 1 The following is a block diagram of a computer system according to an exemplary embodiment of the present application: The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .
[0095] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 may be a turn-based chess game program. When the first terminal runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. This client may be a client for an Auto Chess game. First terminal 110 is used by a first user 112. During the preparation phase of a game, first user 112 uses first terminal 110 to place chess pieces in the battle area of the chessboard. During the battle phase, first terminal 110 or server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.
[0096] 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.
[0097] 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.
[0098] 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 (an operating system)). 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.
[0099] 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.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] 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.
[0104] 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.
[0105] Figure 2 A flowchart of a game interaction method for a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment takes the method as an example executed by a terminal, in which a client supporting turn-based chess games is running.
[0106] The method includes:
[0107] Step 220: Displaying a game interface of a turn-based chess game, where the game interface includes a chessboard area and a card area, and the card area displays at least one card.
[0108] The game interface is where two player objects in a turn-based chess game play against each other. Player objects are also called game objects. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player.
[0109] Combined with reference Figure 3 The game interface includes a chessboard area 10 and a card area 11.
[0110] The chessboard area 10 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array. These chess squares 12 are always displayed or displayed only at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates the chessboard area 10 as a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this context refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.
[0111] Card area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; any excess cards are automatically discarded.
[0112] Optionally, the plurality of cards are arranged in a fan-shaped pattern within card area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, card type, number of cards of the same type, number of copies of the same card, and card quality. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. Exceeding this limit will result in the discarding of excess cards. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.
[0113] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.
[0114] Step 240: In the preparation phase, in response to the playing operation of at least one card, perform preparation operations related to the own side.
[0115] The playing operation refers to the operation of playing one or more cards held. Schematically, the playing operation is the operation of dragging a selected card toward the board area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing cards can also be provided, whereby the player object plays cards on behalf of the player in certain rounds, such as the client intelligently recommending playing cards for novice players in the first few rounds.
[0116] At least one local chess piece is a virtual chess piece that has participated in at least one round (including the current round). If the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece, displayed as a two-dimensional icon or two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece, displayed as a three-dimensional model or three-dimensional image. In the initial state, there may be zero local chess pieces on the chessboard area, and the local player object can add, delete, or supplement the chessboard area. Local chess pieces that did not die in the previous round are automatically carried over to the next round.
[0117] 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.
[0118] The battle 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 gain effects to one's own chess pieces.
[0119] 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.
[0120] 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.
[0121] Step 260: During the battle phase, the own chess piece and the enemy chess piece are displayed to automatically engage in battle in the chessboard area.
[0122] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.
[0123] 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.
[0124] 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.
[0125] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the card area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0126] Classification of card types:
[0127] 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.
[0128] Chess Cards:
[0129] Pawn cards are used to summon your own pieces in the chessboard area or upgrade the piece level of your own pieces. Figure 4 A schematic diagram of a chess piece card is shown. The chess piece card displays at least one of the following information: a chess piece image 21, a chess piece name 22, the energy consumed when the card is played 23, the chess piece type or faction to which the chess piece belongs 24, the level of the chess piece after playing the card 25, and a description of the card's additional effects 26.
[0130] The chess piece image 21 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of a virtual chess piece. Figure 4 In the example, the chess piece image 21 is a bust of a virtual chess piece.
[0131] The chess piece name 22 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.
[0132] The energy value 23 refers to the energy required to play this chess piece. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities requires different amounts of energy. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively.
[0133] Piece Type 24 is a categorization attribute that identifies the role a piece plays during combat. In one example, different pieces can be classified as at least one of the following: Tank, Warrior, Assassin, Mage, Shooter, or Support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual worldview. In one example, different pieces can be classified into at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the same Great Wall Guards in the virtual worldview both belong to the Great Wall Faction. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as different categorization attributes as an example.
[0134] The level 25 that a piece is upgraded to after a card is played refers to the level that is increased after the card is played, if a piece with the same name (i.e., the same piece) already exists on the board. For example, if level 25 is 3 and the piece with the same name was originally at level 2, then after playing this card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the same piece to different levels after being played. For example, five different quality cards can upgrade the same piece to levels 1, 2, 3, 4, and 5, respectively.
[0135] The card's additional effect description 26 is a description of the additional effect possessed by the piece. This additional effect can be triggered upon playing the card, or it can be activated when a trigger condition is met during the game. For example, the exclusive skill of piece 1 is as follows: When piece 1 is on the board, whenever another piece on the board is sold, a randomly selected piece of the "tank" type on the board is randomly selected, and the level of the randomly selected piece is increased by a first value, which is half the level of the sold piece.
[0136] Effect Cards:
[0137] Effect cards are cards used to apply effects to at least one game factor within the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, card acquisition processes, etc. Figure 5 A schematic diagram of an effect card is shown. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, an energy value 33 consumed when the card is played, and an effect description 34 of the effect card.
[0138] The effect icon 31 may be an icon for representing the benefit effect of the effect card. Figure 5 The effect name 32 is the name of the effect card or the name of the gain effect.
[0139] The energy value 33 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.
[0140] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:
[0141] 1. Increase the probability and / or quantity of chess cards obtained by your players;
[0142] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;
[0143] 3. Reduce the energy consumed by your players when acquiring chess cards;
[0144] 4. Increase the number of chess cards that your players can exchange for;
[0145] 5. Reduce the energy consumed by your players when exchanging chess cards;
[0146] 6. Improve the level of at least one chess piece on the field;
[0147] 7. Add equipment to at least one chess piece on the field;
[0148] 8. Upgrade the equipment level of at least one chess piece on the field;
[0149] 9. Reduce energy consumption when playing / changing cards;
[0150] 10. Increase the probability of obtaining certain cards;
[0151] 11. Increase the number of cards that can be obtained;
[0152] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.
[0153] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish the card deck to 5; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.
[0154] 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.
[0155] 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.
[0156] Equipment Cards:
[0157] Equipment cards are used to equip at least one of your own chess pieces. Figure 6 A schematic diagram of an equipment card provided by an exemplary embodiment of the present application is shown. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, an energy value 43 consumed when the card is played, and an equipment description 44 of the equipment card.
[0158] The equipment icon 41 may be an icon used to represent an image of equipment or an effect of equipment. Figure 6 The circular icon in the figure is used as an example. Equipment name 42 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capability of the player's piece in different dimensions such as health, armor, defense, and mana, or weaken the combat capability of the enemy piece.
[0159] Energy value 43 refers to the amount of energy required to play this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may require different amounts of energy to play. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy costs of different cards may be adjusted periodically or irregularly based on game balance.
[0160] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.
[0161] Chess player cards:
[0162] 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.
[0163] Figure 7 A schematic diagram of a chess player card provided by an exemplary embodiment of the present application is shown. The chess player card displays at least one of the following information: a card icon 51, a chess player card name 52, an energy value 53 consumed when the card is played, and a description of the effect of the chess player card 54.
[0164] The card icon 51 may be an icon used to represent the effect of the card. Figure 7 The player card name 52 is the name of the player card or the name of the effect.
[0165] The energy value 53 refers to the energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.
[0166] The effect description 54 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same as or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect range of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, or affect the acquisition process of cards in any form. The effect of the player card can be designed to affect any process or detail in the game, and the embodiments of the present application are not limited to this.
[0167] Based on the introduction of the above four types of cards:
[0168] 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.
[0169] 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.
[0170] 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.
[0171] How to obtain cards:
[0172] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:
[0173] 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.
[0174] 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.
[0175] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.
[0176] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.
[0177] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.
[0178] 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.
[0179] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.
[0180] Obtaining condition 8: Purchase card operation.
[0181] 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.
[0182] 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.
[0183] Figure 8 A flowchart of a method for interactively playing a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment uses the method executed by a terminal as an example. The method includes:
[0184] Player selection phase:
[0185] Step 320: 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.
[0186] 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.
[0187] 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.
[0188] For example, Figure 9As shown, before starting a game, a player selection interface is displayed. This interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 61 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner. The virtual players selected by the other player objects are displayed in a normal sitting position, at normal size, and distributed on both sides.
[0189] On the player selection interface, several candidate player virtual characters 62 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 63.
[0190] A player skill button 64 is also displayed on the player selection interface. In response to the player skill button 64 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.
[0191] Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects the player avatar, they can click the "Confirm" button 65 to enter the ready state.
[0192] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.
[0193] Preparation phase for each round:
[0194] Step 340: Displaying a game interface of a turn-based chess game, where the game interface includes a chessboard area and a card area.
[0195] Combined with reference Figure 10 The board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The card area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the card area 11 is 0.
[0196] Optionally, attribute information for the n player objects participating in the current game is also displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. Player skill buttons 64 are displayed in the lower left corner of the game interface. A swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The swap button 14 is used to replace one or more cards in the card area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.
[0197] Optionally, an energy control 16 is displayed in the upper right corner of the game interface. This control displays the energy value of the player object. Energy is a game resource that may be consumed at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.
[0198] Step 360: In response to the playing operation of at least one card, execute the preparation operation related to the own chess piece.
[0199] 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:
[0200] Step 362: In response to the play operation on the chess piece card, perform a battle preparation operation related to at least one own chess piece in the chessboard area.
[0201] Step 364: In response to the play operation on the equipment card, all or part of the at least one chess piece are equipped with virtual equipment.
[0202] Step 366: In response to the play operation on the effect card, perform a preparation operation to add an effect to at least one factor in the game match.
[0203] Step 368: In response to the play operation on the player's card, perform a preparation operation related to at least one factor in the game.
[0204] Since the battle situation in each round of turn-based battle is different, the cards of each player object are different, and the playing habits of each player object are different, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.
[0205] Regarding step 362 (chess card):
[0206] In some embodiments, the cards located in the card area include a first chess piece card. In response to a play operation on the first chess piece card, a first local chess piece is added to the chessboard area, where the first local chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first local chess piece is a chess piece that has not been summoned to the chessboard area.
[0207] 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.
[0208] 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.
[0209] 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.
[0210] The first chess card is Figure 10 Take the 4th card in as an example, combined with reference Figure 11 In response to a drag operation on the first chess piece card, a first own chess piece 17 and a first indicator arrow 18 are displayed. First own chess piece 17 is a three-dimensional piece that slides in response to the real-time position of the drag operation. First indicator arrow 18 starts at the position of the first chess piece card before it is played and ends at the real-time position of the drag operation. If the drag operation is released at the first candidate square, first own chess piece 17 is summoned to the first candidate square.
[0211] based on Figure 11 It can be seen that this interaction method cancels the chess piece preparation area, and the card area takes into account the functions of chess piece acquisition and preparation at the same time, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.
[0212] In some embodiments, the cards located in the card area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already exists in the chessboard area, the chess piece level of the second local chess piece is upgraded in the chessboard area, where the second local chess piece is the chess piece corresponding to the second chess piece card.
[0213] 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.
[0214] Regarding step 364 (equip the card):
[0215] In some embodiments, the cards in the card area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced-size equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow.
[0216] 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;
[0217] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.
[0218] Regarding step 366 (effect card):
[0219] In some embodiments, the cards in the card area include effect cards. In response to a play operation on the effect card, an effect is added to at least one of the own chess pieces, and / or an effect is added to the card acquisition process.
[0220] According to the objects of action, effect cards are divided into two categories:
[0221] Type 1: Increases the effect on the own chess pieces within the chessboard area;
[0222] Type 2: Adds effects to the card acquisition process.
[0223] 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.
[0224] In response to the play operation on the type 2 effect card, an effect is added to the card acquisition process, for example, two identical chess pieces are drawn consecutively.
[0225] Regarding step 368 (player card):
[0226] In response to the play operation on the player's card, at least one of the following preparation operations is performed:
[0227] 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.
[0228] 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.
[0229] 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.
[0230] Card swap function:
[0231] During the preparation phase, your player can also exchange one or more cards in the deck. Clicking the swap button allows you to swap one or more cards. Swapping cards consumes energy. For example, you can only swap cards once per round, but you can swap multiple cards at once. Each card you swap costs 1 energy.
[0232] Delete card function:
[0233] During the card play process, dragging a card to a designated location will delete or sell it. The resources consumed by deleted cards cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, each deleted card will gain 1 energy point.
[0234] Player level upgrade function:
[0235] The player object on your side obtains a certain amount of energy in each round. The energy not used in this round can be accumulated to the next round, and the energy can be used to upgrade the player level. The higher the player level, the higher the quality of the cards that can be drawn in each round, and new abilities such as talents and purchasable equipment will be unlocked. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player level is upgraded, the quality indicator corresponding to the current player level will light up to indicate the quality of the cards that can be obtained at the current player level. The quality indicator can be as follows: Figure 12 The small rounded rectangle shown is used as an example, but other shapes or forms are also possible.
[0236] 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.
[0237] The battle phase of each round:
[0238] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.
[0239] The automatic battle between your own and enemy pieces on the board, without manual control by your own player, is controlled by the client or server based on factors such as the position of the pieces on the board, their attributes, their levels, their skills, their properties, and the combined enhanced attributes of the pieces, until all of one side's pieces are defeated.
[0240] Figure 13 The figure shows an automatic battle diagram of a player's chess piece 17 and an enemy chess piece 19 in a melee battle on the chessboard. The movement, skill release, and functions of the two chess pieces during the battle do not require manual control by the player.
[0241] Battle settlement phase:
[0242] Step 390: Calculate the life value of the virtual character of the chess player on your side, and start the next round of turn-based battle or end the current game based on the life value.
[0243] 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.
[0244] When the health value is deducted to zero, the player is eliminated from the game.
[0245] 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.
[0246] In some embodiments, the damage calculation is based on the number of pieces remaining on the winning side's board. Figure 14 Shown is the animation effect of calculating the life value of the opponent's chess piece 19 when the opponent is the loser, and then calculating the life value of the opponent's chess piece virtual character 61. A life value progress bar can be displayed on the top of the chess piece virtual character 61.
[0247] Exemplary references Figure 15 The settlement information of the current game is displayed on the settlement interface. The settlement information includes player rankings, players used by each player, lineups, chess piece types, and other information.
[0248] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, streamlines various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact between multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to acquire, upgrade, and play chess pieces. The traditional chess piece purchasing process, which requires users to actively select pieces, is replaced by passively receiving 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 techniques as in a card game, thereby improving the efficiency of human-computer interaction.
[0249] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the card area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0250] 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.
[0251] 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.
[0252] The embodiment of the present application provides a card replacement method for a turn-based chess game, which can be applied to the above Figure 1 The implementation environment shown is Figure 16 The flowchart of a card replacement method for a turn-based chess game provided in the embodiment of the present application is taken as an example, and the method can be executed by a terminal device. Figure 16 As shown, the method includes the following steps 1601 to 1603.
[0253] In step 1601, a game interface of a turn-based chess game is displayed, wherein a card exchange button is displayed in the game interface, and the card exchange button is used to replace the cards already owned by the game object.
[0254] In an exemplary embodiment of the present application, a turn-based chess game program is installed and running in a terminal device, and the turn-based chess game may be an auto chess game. The turn-based chess game program may refer to a program that needs to be downloaded and installed independently, or it may refer to an embedded program that relies on a host program to run. Embedded programs include but are not limited to applets. The embodiment of the present application does not limit the type of turn-based chess game program. The turn-based chess game program is an embedded program. An embedded program is an application developed based on a programming language and relies on a host program to run. An embedded program does not need to be downloaded and installed, but only needs to be dynamically loaded in the host program to run. The game object can find the embedded program it needs by searching, scanning, etc., and can click to run and use it. After closing it after use, it will not occupy the memory of the terminal device, which is very convenient. The turn-based chess game program may be a program based on frame synchronization. In other words, the card replacement method for the turn-based chess game provided in the embodiment of the present application can be applied to a program based on frame synchronization.
[0255] In one possible implementation, relevant information of the turn-based chess game program is displayed in the display interface of the terminal device. The relevant information may be an icon of the turn-based chess game program, the name of the turn-based chess game program, or other information that can uniquely identify the turn-based chess game program. This embodiment of the present application does not limit this.
[0256] The game object, that is, the player object, that is, the chess player. When the game object wants to run the turn-based chess game program, the game object selects the relevant information of the turn-based chess game program. The terminal device receives the selection operation for the relevant information of the turn-based chess game program, runs the client, enters the game of the turn-based chess game, and displays the game interface of the turn-based chess game. A card change button is displayed in the game interface, and the card change button is used to replace the cards already owned by the game object.
[0257] Among them, the process of the game object selecting the relevant information of the turn-based chess game program includes the game object clicking on the relevant information of the turn-based chess game program. The game object can also select the relevant information of the turn-based chess game program in other ways, and the embodiment of the present application does not limit this.
[0258] like Figure 17 This is a schematic diagram of a game interface provided by an embodiment of the present application. Figure 17 A card change button 1701 is displayed in the game interface shown.
[0259] Optionally, the game interface also displays the cards that the game object already has, such as Figure 171702 includes the cards already owned by the game object. The card type of the card already owned by the game object can be a chess card, an equipment card, an effect card, or a player card. The embodiment of the application does not limit the card type of the card already owned by the game object.
[0260] The game interface also displays the object information of the objects participating in the game, and the object information of the objects participating in the game includes the object avatars and the object names of the objects participating in the game. Figure 17 1703 includes object information of the objects participating in the game. Among them, the object avatar of the first object participating in the game is 1704 and the object name is "Player 3". The object information of other objects participating in the game is shown in FIG. Figure 17 The object information may also include other information, which is not limited in the embodiment of the present application.
[0261] The game interface can also display a chessboard area, such as Figure 17 Reference numeral 1705 denotes a chessboard area. The game object selects a certain number of cards from the cards it already owns and drags them to the chessboard area to release the virtual objects corresponding to the selected cards, so that the virtual objects corresponding to the selected cards and the virtual objects corresponding to the selected cards of the game object's opponent can fight in the battle area.
[0262] In step 1602, in response to the triggering operation on the card exchange button, a card exchange page is displayed, and the card exchange page displays the cards already owned by the game object.
[0263] In one possible implementation, when the game object wants to replace the cards it already owns, the game object selects the change button, the terminal device receives the trigger operation for the change button, and displays the change page, which displays the cards already owned by the game object.
[0264] Optionally, the process of displaying the card swap page includes: superimposing the card swap page on the game interface. Of course, the card swap page can also be displayed independently, and the embodiment of the present application does not limit the display method of the card swap page.
[0265] Optionally, the card exchange page includes a card area, and the cards already owned by the game object are displayed in the card area in the card exchange page.
[0266] like Figure 18 This is a schematic diagram of a card exchange page provided by an embodiment of the present application. Figure 18 The card exchange page shown includes a card area 1801, in which the cards owned by the game object are displayed.
[0267] In step 1603, in response to a triggering operation on a first card in the cards already owned by the game object, and the game object has obtained a bonus reward, the first card is replaced with a second card, the bonus reward is used to replace the card triggered by the game object with a chess piece card of the target chess piece type during the card replacement process, and the second card is a chess piece card of the target chess piece type.
[0268] In a possible implementation, before replacing the first card with the second card, it is necessary to first obtain a bonus reward. The process of obtaining the bonus reward includes: obtaining the bonus reward by upgrading the game level of the game object.
[0269] Optionally, an upgrade control is also displayed in the game interface, and the upgrade control is used to increase the game level of the game object. Figure 17 1706 is an upgrade control. The process of obtaining bonus rewards includes the following steps 1 to 7.
[0270] Step 1. In response to the trigger operation for the upgrade control, the level growth page of the game object is displayed. The level growth page displays a first type control of the target level. The display state of the first type control is locked. The target level is higher than the current game level of the game object and is adjacent to the current game level of the game object.
[0271] For example, if the current game level of the target object is level 1, the target level is level 2.
[0272] Optionally, the process of displaying the game object's level growth page includes: displaying the game object's level growth page overlaid on the game interface. Of course, the game object's level growth page can also be a separate page, that is, the game object's level growth page can be displayed independently and not overlaid on the game interface.
[0273] For example, the current game level of the game object is level 1, such as Figure 19 This is a schematic diagram of a level growth page provided by an embodiment of the present application. Figure 19 The level growth page shown shows a first type reward control 1901 for target level 2. Since the current game level of the game object is level 1, the display status of the first type reward control 1901 corresponding to target level 2 is locked, that is, a "lock" logo is displayed on the first type reward control 1901 corresponding to target level 2.
[0274] Optionally, the level growth page of the game object also displays first type reward controls corresponding to other game levels, and the other game levels are higher than the target level. Figure 19The level growth page for the game object shown also displays a first-type reward control 1902 corresponding to game level 3, a first-type reward control 1903 corresponding to game level 4, a first-type reward control 1904 corresponding to game level 5, and a first-type reward control 1905 corresponding to game level 6. Since the other game levels are all higher than the current game level of the game object, the display status of the first-type reward controls corresponding to the other game levels is locked.
[0275] In one possible implementation, the level growth page of the game object also displays the growth track of the game object, and multiple growth nodes are displayed in the growth track, and any growth node corresponds to a game level. Among them, the first node among the multiple growth nodes is displayed as a first state, and the second node among the multiple growth nodes is displayed as a second state. The game level corresponding to the first node is higher than the current game level of the game object, and the game level corresponding to the second node is not higher than the current game level of the game object. The first state and the second state are different. Exemplarily, displaying as the first state means displaying in gray, and displaying as the second state means displaying in white. Of course, displaying as the first state and displaying as the second state can also be displayed in other forms, which are not limited in the embodiments of the present application.
[0276] like Figure 19 The level growth page for the game object shown displays a growth track 1906 for the game object. Displayed in the growth track 1906 are growth nodes 1907 corresponding to game level 1, 1908 corresponding to game level 2, 1909 corresponding to game level 3, 1910 corresponding to game level 4, 1911 corresponding to game level 5, and 1912 corresponding to game level 6. Since the current game level of the game object is 1, growth node 1907 corresponding to game level 1 is displayed in the second state (displayed in white), and growth nodes 1908 to 1912 corresponding to game levels 2 to 6 are displayed in the first state (displayed in gray).
[0277] Optionally, the level growth page of the game object can also display the current energy value of the game object, which refers to the energy value currently possessed by the game object. Figure 19 The "12" displayed in the figure is the current energy value of the game object, which means that the current energy value of the game object is 12.
[0278] Step 2: In response to a triggering operation of the game level upgrade function, the current game level of the game object is adjusted to the target level.
[0279] In a possible implementation, the level growth page of the game object also displays a level upgrade control, such as Figure 19 1913 is a level upgrade control. In response to a trigger operation on the level upgrade control, the game level upgrade function is triggered. The trigger operation on the level upgrade control can be a click operation on the level upgrade control, and the level upgrade control can also be triggered by other methods, which are not limited in this embodiment of the application.
[0280] Since the game object's game level upgrade requires a certain amount of energy, in order to make the game object aware of the amount of energy required for the game level upgrade, the amount of energy required for the game level upgrade can be displayed in the level upgrade control. Figure 19 The "4" displayed in the level upgrade control 1913 indicates that 4 energy is consumed to upgrade the game level.
[0281] It should be noted that the amount of energy consumed for each game level upgrade can be the same or different, and this is not limited in the embodiments of the present application. For example, the amount of energy consumed for a game level upgrade is positively correlated with the game level after the upgrade. That is, the higher the game level after the upgrade, the more energy is consumed for the game level upgrade.
[0282] In one possible implementation, in response to a triggering operation of a game level upgrade function, the process of adjusting the current game level of a game object to a target level includes: determining the current energy value of the game object in response to the triggering operation of the game level upgrade function; and adjusting the current game level of the game object to the target level based on the current energy value of the game object being not less than the energy value required by the game level upgrade function.
[0283] Optionally, in response to the triggering operation of the game level upgrade function, an energy value required for the game level upgrade function may also be determined.
[0284] The process of determining the current energy value of the game object in response to the triggering operation of the game level upgrade function includes: determining the current energy value of the game object from the level growth page of the game object in response to the triggering operation of the game level upgrade function.
[0285] Alternatively, in response to a triggering operation of a game level upgrade function, a first energy determination request is sent to a server, the first energy determination request including object information of a game object. The server receives the first energy determination request, parses the first energy determination request, and obtains the object information of the game object. The server stores a correspondence between the object information of each object and the current energy value of each object. The server determines the current energy value of the game object based on the object information of the game object and the correspondence between the object information of each object and the current energy value of each object. The server then returns the current energy value of the game object to the terminal device, so that the terminal device can obtain the current energy value of the game object.
[0286] In response to the triggering operation of the game level upgrade function, the process of determining the energy value required for the game level upgrade function includes: in response to the triggering operation of the game level upgrade function, determining the energy value required for the game level upgrade function from the level upgrade control displayed in the level growth page of the game object.
[0287] Alternatively, in response to a triggering operation of the game level upgrade function, a second energy determination request is sent to the server, wherein the second energy determination request includes the current game level of the game object. The server receives the second energy determination request, parses the second energy determination request, and obtains the current game level of the game object. The server stores the energy values required for each game level to be upgraded to the next game level of each game level. The server determines the energy value required to upgrade from the current game level of the game object to the next level of the current game level based on the current game level of the game object and the energy values required for each game level to be upgraded to the next level of the current game level. The server returns the energy value required to upgrade from the current game level of the game object to the next level of the current game level to the terminal device, and the terminal device uses the energy value required to upgrade from the current game level of the game object to the next level of the current game level as the energy value required for the level upgrade function.
[0288] For example, the current game level of the game object is level 1, the current energy value of the game object is 12, and the energy value required for the game level upgrade function is 4. Since the current energy value of the game object is greater than the energy value required for the game level upgrade function, the current game level of the game object is adjusted to the target level, that is, the current game level of the game object is adjusted to level 2.
[0289] Step 3: Adjust the display status of the first type reward control to unlocked.
[0290] In one possible implementation, after adjusting the current game level of the game object to the target level, the game object can receive the game reward corresponding to the target level. Therefore, the display state of the first type reward control needs to be adjusted to an unlocked state. The first type reward control in the unlocked state can be triggered so that the game object can receive the game reward corresponding to the target level through the first type reward control.
[0291] like Figure 20 This is another display diagram of the level growth page provided by the embodiment of the present application. Figure 20 In the level growth page shown, the first type reward control 2001 corresponding to game level 2 is displayed as unlocked (that is, no "lock" icon is displayed on the first type reward control 2001).
[0292] Optionally, after adjusting the current game level of the game object, the display state of the growth node corresponding to the target level in the growth track of the game object displayed on the level growth page of the game object can also be adjusted to adjust the display state of the growth node corresponding to the target level to the second state. Figure 20 In the level growth page of the game object shown, the display state of the growth node 2002 corresponding to the target level is adjusted to the second state (displayed in white).
[0293] In one possible implementation, based on the fact that the current energy value of the game object is not less than the energy value required for the game level upgrade function, the current energy value of the game object is adjusted according to the energy value required for the game level upgrade function to obtain the current energy value of the game object after adjustment. The current energy value of the game object after adjustment is the difference between the current energy value of the game object and the energy value required for the game level upgrade function.
[0294] For example, the current energy value of the game object is 12, and the energy value required for the game level upgrade function is 4. Then, the current energy value of the game object after adjustment is 12-4=8.
[0295] After determining the current energy value of the game object after adjustment, adjust the current energy value of the game object displayed on the level growth page of the game object so that the current energy value of the game object displayed on the level growth page of the game object is the current energy value of the game object after adjustment. Figure 20 The "8" displayed in the upper right corner of the level growth page of the game object shown is the current energy value of the game object after adjustment.
[0296] In one possible implementation, if the current energy value of a game object is less than the energy value required for a game level upgrade, a first prompt message is displayed, indicating that the game object does not meet the game level upgrade requirements. Optionally, the process of displaying the first prompt message includes superimposing the first prompt message on the game object's level growth page. The content of the first prompt message can be arbitrary and is not limited in this embodiment of the application.
[0297] Step 4: In response to a triggering operation on the first type reward control, display reward information of at least one candidate reward associated with the first type reward control.
[0298] In one possible implementation, a first-type reward control is associated with at least one candidate reward. When the display state of the first-type reward control is unlocked, it indicates that the first-type reward control can be triggered, which means that the reward associated with the first-type reward control can be obtained. Each candidate reward corresponds to a chess piece type and a chess piece attribute, and each candidate reward is used to add a chess piece attribute to a chess piece card of the chess piece type. Among them, chess piece types include but are not limited to tanks, warriors, assassins, mages, shooters, and supports. Chess piece attributes include but are not limited to the health, physical attack, and critical hit rate of the virtual object corresponding to the chess piece.
[0299] The triggering operation for the first type of reward control can be a click operation on the first type of reward control, and the first type of reward control can also be triggered by other methods, which is not limited in the embodiments of the present application. The reward information of the candidate reward includes the reward name of the candidate reward, the reward icon of the candidate reward, and the usage information of the candidate reward.
[0300] like Figure 21 This is a schematic diagram showing reward information of a candidate reward associated with a first type reward control provided by an embodiment of the present application. Figure 21 In (1), the game object selects the first type reward control 2101, Figure 21 (2) in the figure shows the reward information of three candidate rewards associated with the first type of reward control. Among them, the reward name of the first candidate reward is "shooter plus health value", the usage information of the first candidate reward is "during battle, the shooter hero of your side gets an additional 8% health value bonus", and the reward icon of the first candidate reward is 2102. That is, the chess piece type corresponding to the first candidate reward is shooter, and the chess piece attribute corresponding to the first candidate reward is health value, and the health value of the virtual object corresponding to the shooter chess piece card is added. For reward information of other candidate rewards, see Figure 21 As shown, no further details will be given here.
[0301] Step 5: In response to a triggering operation on reward information of a target reward among at least one candidate reward, a reward icon of a bonus reward corresponding to the target reward is displayed in an area corresponding to the first type reward control.
[0302] Optionally, in response to a triggering operation of reward information for a target reward among at least one candidate reward, indicating that the game subject desires to claim the target reward, the target reward is transferred to the game subject's game account. The target reward is used to add a target chess piece attribute to a first chess piece card during the game subject's gameplay, where the first chess piece card is a chess piece card of the game subject's chess piece type corresponding to the target reward, and the target chess piece attribute is the chess piece attribute corresponding to the target reward.
[0303] For example, the chess piece type corresponding to the target reward is a shooter, and the chess piece attribute corresponding to the target reward is life value. After the game object receives the target reward, during the game process, the life value of the virtual object corresponding to the chess piece card with the shooter chess piece type in the chess piece card of the game object can be added.
[0304] Optionally, in response to a triggering operation for reward information of a target reward among at least one candidate reward, a reward distribution request is sent to the server. The reward distribution request includes object information of the game object and reward information of the target reward. The reward distribution request is used by the server to transfer the target reward to the game object's account. After receiving the reward distribution request, the server parses the reward distribution request to obtain the object information of the game object and the reward information of the target reward. The server determines the game object's game account based on the game object's object information, determines the target reward based on the reward information of the target reward, and then transfers the target reward to the game object's game account, so that the game object receives the target reward.
[0305] In one possible implementation, the reward information for the candidate rewards includes a reward icon for the candidate rewards. In response to a triggering operation on the reward information for the target reward among at least one of the candidate rewards, the reward icon for the target reward is displayed in the display location of the first-type reward control. Alternatively, the first-type reward control is replaced with the reward icon for the target reward; or the reward icon for the target reward is displayed over the first-type reward control.
[0306] like Figure 22 This is a schematic diagram showing another level growth page for a game object provided by an embodiment of the present application. Figure 22 In the level growth page shown, a reward icon 2201 of the target reward is displayed at the display position where the first type reward control was originally displayed.
[0307] In one possible implementation, a target icon is displayed at the target position of the reward icon of the target reward, and the target icon is used to indicate that the game object has obtained the target reward. The target position can be any position, and the target icon can be an icon of any style. The embodiment of the present application does not limit the target position and the style of the target icon. Figure 22 In the level growth page of the game object shown, a target icon 2202 is displayed in the upper right corner of the reward icon of the target reward.
[0308] In response to a triggering operation of reward information for a target reward in at least one candidate reward, and the target reward corresponds to a bonus reward, a reward icon for the bonus reward is displayed in the area corresponding to the first type reward control. The area corresponding to the first type reward control can be an area to the right of the first type reward control, or other areas, which is not limited in this embodiment of the present application. Figure 22 2203 in the figure is the bonus reward icon. The chess piece type corresponding to the bonus reward is the same as the chess piece type corresponding to the target reward. For example, if the chess piece type corresponding to the target reward is a mage, then the chess piece type corresponding to the bonus reward is also a mage.
[0309] In one possible implementation, the third position of the bonus icon displays a third value, which is the energy value required to obtain the bonus. The third position can be any position, and the embodiment of the present application does not limit this. For example, the third position is the upper left corner, such as Figure 22 The upper left corner of the bonus icon 2203 of the bonus shown is displayed with "6", indicating that the energy value required to obtain the bonus is "6". The fourth position of the bonus icon is displayed with a fourth value, which is the remaining number of times the bonus can be obtained. The fourth position can be any position, and the fourth position can be different from the third position. This embodiment of the application does not limit this. For example, the fourth position is the upper right corner, such as Figure 22 The upper right corner of the bonus icon 2203 of the bonus shown is displayed with "3", indicating that the remaining number of times to obtain the bonus is "3 times".
[0310] Step 6: In response to the triggering operation of the reward icon for the bonus reward, the reward information of the bonus reward is displayed.
[0311] In one possible implementation, in response to a triggering operation on a reward icon for a bonus reward, a bonus reward page is displayed, and the bonus reward page displays reward information for the bonus reward, and the reward information for the bonus reward includes the reward name of the bonus reward, the reward icon of the bonus reward, and usage information of the bonus reward.
[0312] like Figure 23 This is a schematic diagram showing a bonus reward page provided by an embodiment of the present application. Figure 23 In (1), the game object selects the bonus icon 2301, which shows Figure 23 (2). Figure 23 (2) shows a bonus reward page 2302, which includes a bonus reward icon 2303, a bonus reward name "Exchange for a Senior Mage", and usage information of the bonus reward "Each time you exchange cards, you can exchange for a Mage card [only when exchanging hero cards]."
[0313] Step 7: In response to the triggering operation of the bonus reward acquisition function, and the current energy value of the game object is not less than the energy value required to obtain the bonus reward, the bonus reward is transferred to the game account of the game object.
[0314] Optionally, the bonus reward page also displays a bonus reward acquisition control, such as Figure 23 2304 is a bonus reward acquisition control. The bonus reward acquisition control 2304 displays the energy value "6" required to obtain the bonus reward. In response to the triggering operation on the bonus reward acquisition control, the bonus reward acquisition function is triggered.
[0315] It should be noted that the process of transferring the bonus reward to the game account of the game object is similar to the above-mentioned process of transferring the target reward to the game account of the game object, and the embodiment of the present application will not be repeated here.
[0316] In response to the transfer of the bonus reward to the game account of the game object, the remaining number of acquisitions of the bonus reward is reduced by one to obtain the remaining number of acquisitions after the bonus reward adjustment, and the remaining number of acquisitions after the bonus reward adjustment is displayed in the fourth position of the reward icon of the bonus reward.
[0317] In one possible implementation, based on the remaining number of times to obtain the bonus reward being the target number, the display state of the bonus reward icon is adjusted to the target state, where the target state indicates that the bonus reward is unavailable. For example, adjusting the display state of the bonus reward icon to the target state may include displaying the word "Sold Out" on the bonus reward icon.
[0318] In response to a triggering operation for obtaining a bonus reward, and if the current energy value of the game object is less than the energy value required to obtain the bonus reward, a third prompt message is displayed, indicating that the game object does not meet the conditions for obtaining the bonus reward. The third prompt message can include any content and is not limited in this embodiment of the present application.
[0319] Through the above steps 1 to 7, the game object obtains the bonus reward. The card replacement page also displays a confirmation control and a target area, and the target area is used to display the card to be replaced. Figure 181802 is a confirmation control, and 1803 is a target area.
[0320] In one possible implementation, in response to a trigger operation on a first card among the cards already owned by a game object and the game object has obtained a bonus reward, a process of replacing the first card with a second card includes: in response to a trigger operation on the first card among the cards already owned by the game object, moving the first card from a card area to a target area; in response to a trigger operation on a confirmation control, determining a card type of the first card; and based on the card type of the first card meeting a type requirement and the game object having obtained a bonus reward, replacing the first card with the second card.
[0321] The first card's card type meeting the type requirement means that the first card is a chess piece card. The first card is moved from the card area to the target area so that the game player can confirm the card to be replaced. This prevents the game player from accidentally selecting the wrong card to be replaced, thereby replacing an unwanted card.
[0322] like Figure 24 This is another display diagram of a card exchange page provided by an embodiment of the present application. Figure 24 In the card exchange page shown, the game object has selected the last card in the cards already owned by the game object, so the last card in the cards already owned by the game object is used as the first card, the first card is canceled in the card area, and the first card 2401 is displayed in the target area.
[0323] Before replacing the first card with the second card, the second card must be determined. The process of determining the second card includes: determining a first selectable card from the candidate cards whose card type meets the type requirements; determining a second selectable card based on the type of the virtual object corresponding to each first selectable card, where the type of the virtual object corresponding to the second selectable card is the target type; and determining the second card based on the second selectable card.
[0324] Optionally, any card from the second selectable deck is used as the second card. Alternatively, a card from the second selectable deck whose acquisition times meet the number requirement is used as the second card. Alternatively, a card from the second selectable deck whose corresponding energy value meets the numerical requirement is used as the second card. The number of acquisitions meeting the number requirement means the largest number of acquisitions. The energy value meeting the numerical requirement means the highest energy value, or the energy value meeting the numerical requirement means the lowest energy value.
[0325] In one possible implementation, after the first card is replaced with the second card, the first card is removed from the game interface and the second card is displayed. This embodiment of the present application does not limit the method for displaying the second card in the game interface. Optionally, the method for displaying the second card in the game interface includes: displaying the second card in the display position of the first card in the game interface. Alternatively, the second card is displayed at a reference position in the game interface. The reference position can be any position in the card area and is not limited in this embodiment of the present application.
[0326] like Figure 25 This is a schematic diagram showing another game interface provided by an embodiment of the present application. Figure 25 The game interface shown does not display the first card, but displays the second card 2501, and the second card 2501 is displayed at the display position of the first card.
[0327] In one possible implementation, the game interface also displays the number of remaining card changes for the game object. This number indicates how many times the game object can change cards. The number of remaining card changes for the game object is determined based on the game object's previous game result. If the game object's previous game result was a win, the number of remaining card changes for the game object is the first number; if the game object's previous game result was a loss, the number of remaining card changes for the game object is the second number. The first number is smaller than the second number. The first and second numbers are set based on experience or adjusted according to the implementation environment, and are not limited in this embodiment of the present application. For example, the first number is 1 and the second number is 2.
[0328] like Figure 17 The upper right corner of the card exchange button 1701 in the game interface shows that the remaining card exchange number of the game object is "2", which means that the game object can still exchange cards twice. After the first card is replaced with the second card, the remaining card exchange number of the game object needs to be adjusted. The remaining card exchange number after the adjustment is one less than the remaining card exchange number before the adjustment. Figure 25 The upper right corner of the card exchange button in the game interface shown shows that the remaining number of card exchanges for the game object is "1", that is, the game object can still exchange the card once.
[0329] In one possible implementation, based on the target number of remaining card changes for the game object, the display state of the card change button is adjusted to a reference state. The reference state indicates that the game object cannot change cards it already owns. The target number is set based on experience or adjusted according to the implementation environment, and this embodiment of the application is not limited to this. Exemplarily, the target number is 0. The reference state can be any state, and this embodiment of the application is not limited to this. Exemplarily, the reference state is displayed in gray.
[0330] In a possible implementation, the level growth page of the game object also displays a second type of reward control for the target level, and the display state of the second type of reward control is locked. Figure 19 The level growth page of the game object shown displays a second-type reward control 1914 for target level 2. Since the current game level of the game object is level 1, the display state of the second-type reward control 1914 for target level 2 is locked (that is, a "lock" icon is displayed on the second-type reward control 1914 for target level 2).
[0331] Optionally, the level growth page of the game object also displays second-type reward controls corresponding to other game levels, which are higher than the target level, such as Figure 19 The level growth page for the game object shown also displays a second-type reward control 1915 corresponding to game level 3, a second-type reward control 1916 corresponding to game level 4, a second-type reward control 1917 corresponding to game level 5, and a second-type reward control 1918 corresponding to game level 6. Because these other game levels are higher than the current game level of the game object, the display status of the second-type reward controls corresponding to these other game levels is locked.
[0332] After adjusting the current game level of the game object to the target level, the display state of the second type reward control can also be adjusted to the unlocked state; in response to the trigger operation for the second type reward control, the reward information of the game reward corresponding to the second type reward control is displayed; in response to the trigger operation of the acquisition function of the game reward corresponding to the second type reward control, and the current energy value of the game object is not less than the energy value required to obtain the game reward corresponding to the second type reward control, the game reward corresponding to the second type reward control is transferred to the game account of the game object. The chess piece type corresponding to the game reward corresponding to the second type reward control is the same as the chess piece type corresponding to the target reward. For example, if the chess piece type corresponding to the target reward is a mage, then the chess piece type corresponding to the game reward corresponding to the second type reward control is also a mage.
[0333] The process of adjusting the display state of the second type reward control to the unlocked state is similar to the process of adjusting the display state of the first type reward control to the unlocked state in the above process, and the present embodiment will not be described in detail here. Figure 20 The display state of the second type reward control 2003 is an unlocked state (that is, no "lock" icon is displayed in the second type reward control 2003).
[0334] In a possible implementation, after the second type reward control is unlocked, the first position of the second type reward control displays a first value, which is the value of energy required to obtain the game reward corresponding to the second type reward control. The first position is any position, for example, the first position is the upper left corner, such as Figure 20 The "5" displayed in the upper left corner of the second type reward control 2003 indicates that the energy value required to obtain the game reward corresponding to the second type reward control is "5". The second position of the second type reward control displays a second value, which is the remaining number of times to obtain the game reward corresponding to the second type reward control. The second position is any position, and the second position is different from the first position. For example, the second position is the upper right corner, such as Figure 20 The “2” displayed in the upper right corner of the second type reward control 2003 indicates that the remaining number of times to obtain the game reward corresponding to the second type reward control is “2 times”.
[0335] Optionally, in response to a trigger operation on the second type reward control, a reward page of the game reward corresponding to the second type reward control is displayed, and the reward page of the game reward corresponding to the second type reward control displays reward information of the game reward corresponding to the second type reward control. The reward information of the game reward corresponding to the second type reward control includes the reward name of the game reward corresponding to the second type reward control, the reward icon of the game reward corresponding to the second type reward control, and usage information of the game reward corresponding to the second type reward control.
[0336] like Figure 26 This is a schematic diagram showing a reward page for a game reward corresponding to a second type of reward control provided in an embodiment of the present application. Figure 26 In (1), the game object selects the second type reward control 2601, which displays Figure 26 (2) in Figure 26(2) in the figure shows a reward page 2602 of the game reward corresponding to the second type reward control 2601. The reward name of the game reward corresponding to the second type reward control is "Assassin Upgrade", and the usage information of the game reward corresponding to the second type reward control is "Every time an assassin hero on your side is upgraded to level 10, you will get 1 [Assassin] card." The reward icon of the game reward corresponding to the second type reward control is 2603.
[0337] Optionally, the reward page of the game reward corresponding to the second type reward control also displays a game reward acquisition control, which is used to obtain the game reward corresponding to the second type reward control. The game reward acquisition control may also display the energy value required to obtain the game reward corresponding to the second type reward control. Figure 26 2604 is a game reward acquisition control, wherein the energy value required to obtain the game reward corresponding to the second type of reward control is "5".
[0338] In response to a trigger operation on the game reward acquisition control, the acquisition function of the game reward corresponding to the second type reward control is triggered, and a determination is made as to whether the current energy value of the game object is less than the energy value required to acquire the game reward corresponding to the second type reward control. Based on the fact that the current energy value of the game object is not less than the energy value required to acquire the game reward corresponding to the second type reward control, the game reward corresponding to the second type reward control is transferred to the game account of the game object. Optionally, the process of transferring the game reward corresponding to the second type reward control to the game account of the game object is similar to the process of transferring the target reward to the game account of the game object described above, and will not be further described in detail in this embodiment of the present application.
[0339] In response to transferring the game reward corresponding to the second type reward control to the game account of the game object, the remaining number of acquisitions of the game reward corresponding to the second type reward control is reduced by one to obtain the remaining number of acquisitions of the game reward corresponding to the second type reward control after adjustment, and the remaining number of acquisitions of the game reward corresponding to the second type reward control after adjustment is displayed at the second position of the second type reward control.
[0340] In one possible implementation, in response to the triggering operation of the acquisition function of the game reward corresponding to the second type reward control, and the current energy value of the game object is not less than the energy value required to obtain the game reward corresponding to the second type reward control, while transferring the game reward corresponding to the second type reward control to the game account of the game object, it is also necessary to adjust the current energy value of the game object according to the energy value required to obtain the game reward corresponding to the second type reward control to obtain the current energy value of the game object after adjustment. The current energy value of the game object after adjustment is the difference between the current energy value of the game object and the energy value required to obtain the game reward corresponding to the second type reward control.
[0341] For example, the current energy value of the game object is 8, and the energy value required to obtain the game reward corresponding to the second type of reward control is 5. Then, the current energy value of the game object after adjustment is 8-5=3.
[0342] In one possible implementation, if the remaining number of times to obtain the game reward corresponding to the second-type reward control is equal to a target number of times, the display state of the second-type reward control is adjusted to the target state, where the target state indicates that the game reward corresponding to the second-type reward control is unavailable. Alternatively, if the target number of times is 0, adjusting the display state of the second-type reward control to the target state may include displaying the word "Sold Out" on the second-type reward control.
[0343] In response to a triggering operation of obtaining a game reward corresponding to a second-type reward control, and if the current energy value of the game object is less than the energy value required to obtain the game reward corresponding to the second-type reward control, a second prompt message is displayed, indicating that the game object does not meet the conditions for obtaining the game reward corresponding to the second-type reward control. The second prompt message may include any content and is not limited in this embodiment of the present application.
[0344] In a possible implementation, the display style of the upgrade control displayed in the game interface is related to the current game level of the game object, and the display style of the upgrade control corresponding to different game levels is different. Figure 27 Schematic diagram of the display of upgrade controls corresponding to different game levels provided in the embodiment of the present application. Figure 27 In the figure, 2701 is the upgrade control corresponding to game level 1; 2702 is the upgrade control corresponding to game level 2; 2703 is the upgrade control corresponding to game level 3; 2704 is the upgrade control corresponding to game level 4; 2705 is the upgrade control corresponding to game level 5; and 2706 is the upgrade control corresponding to game level 6. Of course, other game levels also have corresponding display styles of upgrade controls, which will not be described in detail in this embodiment of the application.
[0345] In this method, when a game player has already received a bonus reward and wishes to replace a card already in their possession, the first card selected by the game player to be replaced is replaced with a chess piece card of the chess piece type corresponding to the bonus reward. This method eliminates the need for the game player to obtain cards from the game store, allowing for more diverse and flexible card replacement methods. It also reduces the cost of card replacement and increases the probability of game players replacing cards, thereby improving game interactivity.
[0346] Figure 28 This is a flowchart of a card replacement method for a turn-based chess game provided in an embodiment of the present application. The method can be executed by a terminal device and includes the following content.
[0347] Step 2801: Display a game interface of a turn-based chess game, wherein an upgrade control is displayed in the game interface.
[0348] In a possible implementation, the process of displaying the game interface of the turn-based chess game has been described in the above step 1601. Please refer to the relevant description of the above step 1601 and will not be repeated here.
[0349] Step 2802: In response to the triggering operation on the upgrade control, the level growth page of the game object is displayed, and the level upgrade control is displayed on the level growth page.
[0350] In one possible implementation, in response to the triggering operation for the upgrade control, the process of displaying the level growth page of the game object has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0351] Step 2803: In response to the triggering operation on the level upgrade control, determine the current energy value of the game object.
[0352] In one possible implementation, in response to the triggering operation of the level upgrade control, the process of determining the current energy value of the game object has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0353] Step 2804: Determine whether the current energy value of the game object is less than the energy value required for the game level upgrade function.
[0354] In one possible implementation, the process of determining whether the current energy value of the game object is less than the energy value required for the game level upgrade function has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0355] Step 2805: Display a first prompt message based on the current energy value of the game object being less than the energy value required for the game level upgrade function.
[0356] In one possible implementation, based on the current energy value of the game object being less than the energy value required for the game level upgrade function, the process of displaying the first prompt information has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0357] Step 2806: Based on the current energy value of the game object being not less than the energy value required for the game level upgrade function, the current game level of the game object is adjusted to the target level.
[0358] In one possible implementation, based on the current energy value of the game object being not less than the energy value required for the game level upgrade function, the process of adjusting the current game level of the game object to the target level has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0359] Step 2807: Adjust the display state of the first type reward control to an unlocked state.
[0360] In a possible implementation, the process of adjusting the display state of the first type reward control to the unlocked state has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0361] Step 2808: In response to the triggering operation on the first type reward control, display reward information of at least one candidate reward associated with the first type reward control.
[0362] In one possible implementation, in response to a triggering operation on a first type of reward control, the process of displaying reward information of at least one candidate reward associated with the first type of reward control has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0363] Step 2809: In response to a triggering operation of reward information for a target reward in at least one candidate reward, transfer the target reward to the game account of the game object.
[0364] In one possible implementation, in response to a triggering operation of reward information for a target reward among at least one candidate reward, the process of transferring the target reward to the game account of the game object has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0365] Step 2810: Adjust the display state of the second type reward control to an unlocked state.
[0366] In a possible implementation, the process of adjusting the display state of the second type reward control to the unlocked state has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0367] Step 2811: In response to a triggering operation on the second type reward control, display reward information of the game reward corresponding to the second type reward control.
[0368] In one possible implementation, in response to a triggering operation on a second type of reward control, the process of displaying the reward information of the game reward corresponding to the second type of reward control has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0369] Step 2812: In response to the triggering operation of the acquisition function of the game reward corresponding to the second type reward control, determine whether the current energy value of the game object is less than the energy value required to obtain the game reward corresponding to the second type reward control.
[0370] In one possible implementation, in response to the triggering operation of the acquisition function of the game reward corresponding to the second type of reward control, the process of determining whether the current energy value of the game object is less than the energy value required to obtain the game reward corresponding to the second type of reward control has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0371] Step 2813: In response to the current energy value of the game object being not less than the energy value required to obtain the game reward corresponding to the second type reward control, the game reward corresponding to the second type reward control is transferred to the game account of the game object.
[0372] In one possible implementation, in response to the current energy value of the game object being not less than the energy value required to obtain the game reward corresponding to the second type of reward control, the process of transferring the game reward corresponding to the second type of reward control to the game account of the game object has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0373] Step 2814: Based on the current energy value of the game object being less than the energy value required to obtain the game reward corresponding to the second type of reward control, display a second prompt message.
[0374] In one possible implementation, based on the current energy value of the game object being less than the energy value required to obtain the game reward corresponding to the second type of reward control, the process of displaying the second prompt information has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0375] Step 2815: In response to a triggering operation on reward information of a target reward in at least one candidate reward, a reward icon of the bonus reward is displayed in an area corresponding to the first type reward control.
[0376] In one possible implementation, in response to a triggering operation of reward information for a target reward among at least one candidate reward, the process of displaying a reward icon for a bonus reward in an area corresponding to a first type of reward control has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0377] Step 2816: In response to the triggering operation of the reward icon for the bonus reward, the reward information of the bonus reward is displayed.
[0378] In one possible implementation, in response to the triggering operation of the reward icon for the bonus reward, the process of displaying the reward information of the bonus reward has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0379] Step 2817: In response to the triggering operation of the bonus reward acquisition function, determine whether the current energy value of the game object is less than the energy value required to obtain the bonus reward.
[0380] In one possible implementation, in response to the triggering operation of the bonus reward acquisition function, the process of determining whether the current energy value of the game object is less than the energy value required to obtain the bonus reward has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0381] Step 2818: Display a third prompt message based on the current energy value of the game object being less than the energy value required to obtain the bonus reward.
[0382] In one possible implementation, based on the current energy value of the game object being less than the energy value required to obtain the bonus reward, the process of displaying the third prompt information has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0383] Step 2819: Based on the current energy value of the game object being not less than the energy value required to obtain the bonus reward, transfer the bonus reward to the game account of the game object.
[0384] In one possible implementation, based on the current energy value of the game object being not less than the energy value required to obtain the bonus reward, the process of transferring the bonus reward to the game account of the game object has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0385] Step 2820: In response to the triggering operation on the card exchange button, a card exchange page is displayed, and the card exchange page displays the cards already owned by the game object.
[0386] In one possible implementation, a card swap button is also displayed in the game interface. The card swap button is used to replace the game object's existing cards. The process of displaying the card swap page in response to triggering the card swap button is described in step 1602 above. Please refer to the relevant description of step 1602 above and will not be repeated here.
[0387] Step 2821: In response to a trigger operation on a first card in a deck owned by the game object, determine the card type of the first card.
[0388] In one possible implementation, in response to a triggering operation on a first card among the cards already owned by the game object, the process of determining the card type of the first card has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0389] Step 2822: Based on the card type of the first card meeting the type requirement, determine a second card, where the second card is a chess piece card of the target chess piece type.
[0390] In one possible implementation, the process of determining the second card based on the card type of the first card meeting the type requirement has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0391] Step 2823: Replace the first card with the second card.
[0392] In a possible implementation, the process of replacing the first card with the second card has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0393] Step 2824: cancel the display of the first card in the game interface and display the second card in the game interface.
[0394] In one possible implementation, the process of canceling the display of the first card in the game interface and displaying the second card in the game interface has been described in the above step 1603. Please refer to the relevant description of the above step 1603 and will not be repeated here.
[0395] Figure 29 FIG. 1 is a schematic diagram showing the structure of a card replacement device for a turn-based chess game provided by an embodiment of the present application. Figure 29 As shown, the device includes the following contents.
[0396] Display module 2901, for displaying the game interface of the turn-based chess game, wherein a card exchange button is displayed in the game interface, and the card exchange button is used to replace the cards already owned by the game object;
[0397] The display module 2901 is further configured to display a card exchange page in response to a trigger operation on the card exchange button, wherein the card exchange page displays the cards already owned by the game object;
[0398] The replacement module 2902 is used to respond to the triggering operation of the first card in the cards already owned by the game object and the game object has obtained the bonus reward, and replace the first card with a second card, the bonus reward is used to replace the card triggered by the game object with a chess piece card of the target chess piece type during the card replacement process, and the second card is a chess piece card of the target chess piece type.
[0399] In one possible implementation, the cards already owned by the game object displayed on the card exchange page are displayed in the card area of the card exchange page. The card exchange page also displays a confirmation control and a target area, and the target area is used to display the card to be exchanged;
[0400] The replacement module 2902 is used to move the first card from the card area to the target area in response to a trigger operation on the first card in the cards already owned by the game object; determine the card type of the first card in response to a trigger operation on the confirmation control; and replace the first card with a second card based on the card type of the first card meeting the type requirement and the game object having obtained the bonus reward.
[0401] In a possible implementation, the display module 2901 is further configured to cancel display of the first card on the game page and display the second card on the game page.
[0402] In one possible implementation, the display module 2901 is configured to display the second card at the display position of the first card in the game page; or display the second card at a reference position in the game page.
[0403] In a possible implementation, an upgrade button is also displayed on the game page, and the upgrade button is used to increase the game level of the game object;
[0404] The display module 2901 is further configured to display a level growth page for the game object in response to a triggering operation on the upgrade button, wherein the level growth page displays a first type reward control for a target level, the display state of the first type reward control being locked, and the target level being higher than the current game level of the game object;
[0405] The device also includes:
[0406] An adjustment module, configured to adjust the current game level of the game object to a target level in response to a triggering operation of the game level upgrade function; and adjust the display state of the first type reward control to an unlocked state;
[0407] Display module 2901 is further configured to, in response to a trigger operation on a first-type reward control, display reward information of at least one candidate reward associated with the first-type reward control; in response to a trigger operation on reward information of a target reward among the at least one candidate reward, display a reward icon of a bonus reward corresponding to the target reward in an area corresponding to the first-type reward control; and in response to a trigger operation on the reward icon of the bonus reward, display reward information of the bonus reward;
[0408] The device also includes:
[0409] The transfer module is used to transfer the bonus reward to the game account of the game object in response to the triggering operation of the bonus reward acquisition function and when the current energy value of the game object is not less than the energy value required to obtain the bonus reward.
[0410] In one possible implementation, any candidate reward corresponds to a chess piece type and a chess piece attribute, and any candidate reward is used to add to the chess piece attribute of a chess piece card of the chess piece type;
[0411] The transfer module is further configured to transfer the target reward to the game account of the game object in response to a triggering operation of reward information for a target reward in at least one candidate reward, wherein the target reward is used to add a target chess piece attribute to a first chess piece card during the game process of the game object, wherein the first chess piece card is a chess piece card of the chess piece type corresponding to the target reward among the chess pieces of the game object, and the target chess piece attribute is the chess piece attribute corresponding to the target reward.
[0412] In one possible implementation, the adjustment module is used to determine the current energy value of the game object in response to a triggering operation of the game level upgrade function; based on the current energy value of the game object being not less than the energy value required by the game level upgrade function, the current game level of the game object is adjusted to the target level.
[0413] In one possible implementation, the adjustment module is also used to adjust the current energy value of the game object based on the current energy value of the game object being not less than the energy value required for the game level upgrade function, according to the energy value required for the game level upgrade function, to obtain the current energy value of the game object after adjustment. The current energy value of the game object after adjustment is the difference between the current energy value of the game object and the energy value required for the game level upgrade function.
[0414] In one possible implementation, the display module 2901 is also used to display a first prompt message based on the current energy value of the game object being less than the energy value required for the game level upgrade function. The first prompt message is used to indicate that the game object does not meet the game level upgrade conditions.
[0415] In one possible implementation, the level growth page further displays a second type of reward control for the target level, and the display state of the second type of reward control is locked;
[0416] The adjustment module is further used to adjust the display state of the second type reward control to an unlocked state;
[0417] The display module 2901 is further configured to display reward information of the game reward corresponding to the second type of reward control in response to a triggering operation on the second type of reward control;
[0418] The transfer module is also used to respond to the triggering operation of the acquisition function of the game reward corresponding to the second type of reward control, and the current energy value of the game object is not less than the energy value required to obtain the game reward corresponding to the second type of reward control, and transfer the game reward corresponding to the second type of reward control to the game account of the game object.
[0419] In a possible implementation, a first value is displayed at the first position of the second type reward control, where the first value is an energy value required to obtain a game reward corresponding to the second type reward control.
[0420] In a possible implementation, a second value is displayed at the second position of the second type reward control, where the second value is the remaining number of times to obtain the game reward corresponding to the second type reward control.
[0421] In one possible implementation, the display module 2901 is also used to adjust the display state of the second type reward control to a target state based on the remaining number of acquisitions of the game reward corresponding to the second type reward control being the target number, and the target state is used to indicate that the game reward corresponding to the second type reward control cannot be obtained.
[0422] In one possible implementation, the reward information of the candidate reward includes a reward icon of the candidate reward;
[0423] The display module 2901 is further configured to display a reward icon of the target reward at a display position of the first type reward control in response to a triggering operation on reward information of the target reward in at least one candidate reward.
[0424] In one possible implementation, the level growth page also displays a growth track of the game object, and multiple growth nodes are displayed in the growth track. Any growth node corresponds to a game level. The first node among the multiple growth nodes is displayed as a first state, and the second node is displayed as a second state. The game level corresponding to the first node is higher than the current game level of the game object, and the game level corresponding to the second node is not higher than the current game level of the game object. The first state and the second state are different.
[0425] In one possible implementation, the display module 2901 is also used to adjust the display state of the card change button to a reference state based on the target number of remaining card changes of the game object. The reference state is used to indicate that the game object cannot replace the cards already owned by the game object, and the remaining number of card changes of the game object is determined based on the result of the previous game of the game object.
[0426] In the above device, when a game player has already obtained a bonus reward and wishes to replace a card already in their possession, the first card selected by the game player to be replaced is replaced with a chess piece card of the chess piece type corresponding to the bonus reward. This method eliminates the need for the game player to obtain cards from the game store, allowing for more diverse and flexible card replacement methods. It also reduces the cost of card replacement and increases the probability of game players replacing cards, thereby improving game interaction.
[0427] It should be understood that the above-mentioned device is merely an example of the division of the above-mentioned functional modules when implementing its functions. In actual applications, the above-mentioned functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0428] Figure 30The following is a block diagram of a terminal device 3000 provided in accordance with an exemplary embodiment of the present application. The terminal device 3000 may be any electronic device capable of human-computer interaction with a user through one or more methods, such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include a PC (Personal Computer), mobile phone, smartphone, PDA (Personal Digital Assistant), wearable device, Pocket PC (PPC), tablet computer, smart car computer, smart TV, smart speaker, smart watch, and the like.
[0429] Typically, the terminal device 3000 includes: a processor 3001 and a memory 3002 .
[0430] The processor 3001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 3001 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 3001 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 3001 may be integrated with a 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 3001 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0431] The memory 3002 may include one or more computer-readable storage media, which may be non-transitory. The memory 3002 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 3002 is used to store at least one instruction, which is executed by the processor 3001 to implement the card replacement method for the turn-based chess game provided in the method embodiment of the present application.
[0432] In some embodiments, terminal device 3000 may optionally include a peripheral device interface 3003 and at least one peripheral device. The processor 3001, memory 3002, and peripheral device interface 3003 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 3003 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 3004, a display screen 3005, a camera assembly 3006, an audio circuit 3007, and a power supply 3009.
[0433] The peripheral device interface 3003 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 3001 and the memory 3002. In some embodiments, the processor 3001, the memory 3002, and the peripheral device interface 3003 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 3001, the memory 3002, and the peripheral device interface 3003 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0434] The RF circuit 3004 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 3004 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 3004 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 3004 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The RF circuit 3004 can communicate with other terminal devices via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 3004 may also include circuitry related to Near Field Communication (NFC), although this application does not limit this.
[0435] The display screen 3005 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 3005 is a touch screen display, the display screen 3005 also has the ability to collect touch signals on the surface or above the surface of the display screen 3005. The touch signal can be input as a control signal to the processor 3001 for processing. At this time, the display screen 3005 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 3005, which is set on the front panel of the terminal device 3000; in other embodiments, there can be at least two display screens 3005, which are respectively set on different surfaces of the terminal device 3000 or in a folding design; in other embodiments, the display screen 3005 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal device 3000. Even more, the display screen 3005 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 3005 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0436] The camera assembly 3006 is used to capture images or videos. Optionally, the camera assembly 3006 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal device 3000, and the rear camera is arranged on the back of the terminal device 3000. 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 3006 may also include a flash. The flash can be a monochrome 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 under different color temperatures.
[0437] The audio circuit 3007 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 3001 for processing, or input into the radio frequency circuit 3004 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 device 3000. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 3001 or the radio frequency circuit 3004 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 3007 may also include a headphone jack.
[0438] Power supply 3009 is used to power the various components in terminal device 3000. Power supply 3009 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 3009 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, while a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0439] In some embodiments, the terminal device 3000 further includes one or more sensors 3010 , including but not limited to: an acceleration sensor 3011 , a gyroscope sensor 3012 , a pressure sensor 3013 , an optical sensor 3015 , and a proximity sensor 3016 .
[0440] The accelerometer 3011 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal device 3000. For example, the accelerometer 3011 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 3001 can control the display screen 3005 to display the user interface in a horizontal or vertical view based on the gravity acceleration signal collected by the accelerometer 3011. The accelerometer 3011 can also be used to collect game or user motion data.
[0441] The gyroscope sensor 3012 can detect the body orientation and rotation angle of the terminal device 3000. The gyroscope sensor 3012 can work with the acceleration sensor 3011 to collect the user's 3D movements of the terminal device 3000. Based on the data collected by the gyroscope sensor 3012, the processor 3001 can implement the following functions: motion sensing (such as changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0442] The pressure sensor 3013 can be set on the side frame of the terminal device 3000 and / or the lower layer of the display screen 3005. When the pressure sensor 3013 is set on the side frame of the terminal device 3000, it can detect the user's grip signal of the terminal device 3000, and the processor 3001 performs left and right hand recognition or shortcut operations based on the grip signal collected by the pressure sensor 3013. When the pressure sensor 3013 is set on the lower layer of the display screen 3005, the processor 3001 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 3005. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0443] The optical sensor 3015 is used to detect ambient light intensity. In one embodiment, the processor 3001 can control the display brightness of the display screen 3005 based on the ambient light intensity detected by the optical sensor 3015. Specifically, when the ambient light intensity is high, the display brightness of the display screen 3005 is increased; when the ambient light intensity is low, the display brightness of the display screen 3005 is decreased. In another embodiment, the processor 3001 can also dynamically adjust the shooting parameters of the camera assembly 3006 based on the ambient light intensity detected by the optical sensor 3015.
[0444] The proximity sensor 3016, also known as a distance sensor, is typically located on the front panel of the terminal device 3000. The proximity sensor 3016 is used to detect the distance between the user and the front of the terminal device 3000. In one embodiment, when the proximity sensor 3016 detects that the distance between the user and the front of the terminal device 3000 is gradually decreasing, the processor 3001 controls the display screen 3005 to switch from the screen-on state to the screen-off state. When the proximity sensor 3016 detects that the distance between the user and the front of the terminal device 3000 is gradually increasing, the processor 3001 controls the display screen 3005 to switch from the screen-off state to the screen-on state.
[0445] Those skilled in the art will understand that Figure 30 The structure shown in the figure does not constitute a limitation on the terminal device 3000, and it may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0446] Figure 31This is a schematic diagram of the structure of the server provided in the embodiment of the present application. The server 3100 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 3101 and one or more memories 3102, wherein the one or more memories 3102 store at least one program code, and the at least one program code is loaded and executed by the one or more processors 3101 to implement the card replacement method for the turn-based chess game provided in the above-mentioned various method embodiments. Of course, the server 3100 may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output. The server 3100 may also include other components for implementing device functions, which will not be described in detail here.
[0447] In an exemplary embodiment, a computer-readable storage medium is further provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned card replacement methods for a turn-based chess game.
[0448] Optionally, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, or the like.
[0449] In an exemplary embodiment, a computer program or computer program product is also provided, wherein at least one computer instruction is stored in the computer program or computer program product, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement any of the above-mentioned card replacement methods for turn-based chess games.
[0450] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the interfaces, pages, object information, reward information, and other information involved in this application are all obtained with full authorization.
[0451] It should be understood that the term "plurality" used herein refers to two or more. "And / or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates an "or" relationship between the associated objects.
[0452] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0453] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A card replacement method for a turn-based chess game, characterized in that: The method comprises: Displaying a game interface of a turn-based chess game, wherein a card exchange button is displayed in the game interface, and the card exchange button is used to replace the cards already owned by the game object; In response to a triggering operation on the card change button, displaying a card change page, wherein the card change page displays the cards already owned by the game object; In response to a triggering operation on a first card among the cards already owned by the game object, and the game object has obtained a bonus reward, the first card is replaced with a second card, the bonus reward is used to replace the card triggered by the game object with a chess piece card of a target chess piece type during the card replacement process, and the second card is a chess piece card of the target chess piece type.
2. The method according to claim 1, characterized in that The cards already owned by the game object displayed on the card exchange page are displayed in the card area of the card exchange page. The card exchange page also displays a confirmation control and a target area, and the target area is used to display the card to be exchanged; In response to a triggering operation on a first card in a deck already owned by the game object, and the game object having obtained a bonus reward, replacing the first card with a second card includes: In response to a trigger operation on a first card among the cards owned by the game object, moving the first card from the card area to the target area; In response to a triggering operation on the confirmation control, determining a card type of the first card; Based on the fact that the card type of the first card meets the type requirement and the game object has obtained the bonus reward, the first card is replaced with the second card.
3. The method according to claim 1, characterized in that After replacing the first card with the second card, the method further includes: The first card is canceled from display on the game page, and the second card is displayed on the game page.
4. The method according to claim 3, characterized in that The displaying of the second card on the game page includes: Displaying the second card in the display position of the first card on the game page; Alternatively, the second card is displayed at a reference position on the game page.
5. The method according to any one of claims 1 to 4, characterized in that: The game page also displays an upgrade button, which is used to increase the game level of the game object; The method further comprises: In response to a triggering operation on the upgrade button, a level growth page of the game object is displayed, wherein a first type of reward control for a target level is displayed on the level growth page, the display state of the first type of reward control is locked, and the target level is higher than the current game level of the game object; In response to a triggering operation of a game level upgrade function, adjusting the current game level of the game object to the target level; Adjusting the display state of the first type reward control to an unlocked state; In response to a triggering operation on the first type of reward control, displaying reward information of at least one candidate reward associated with the first type of reward control; In response to a triggering operation on reward information of a target reward among the at least one candidate reward, displaying a reward icon of a bonus reward corresponding to the target reward in an area corresponding to the first type of reward control; In response to a triggering operation on a reward icon for the bonus reward, displaying reward information for the bonus reward; In response to a triggering operation of the acquisition function of the bonus reward, and the current energy value of the game object is not less than the energy value required to obtain the bonus reward, the bonus reward is transferred to the game account of the game object.
6. The method according to claim 5, characterized in that Each candidate reward corresponds to a chess piece type and a chess piece attribute, and the candidate reward is used to add the chess piece attribute of the chess piece card of the chess piece type; The method further comprises: In response to a triggering operation of reward information for a target reward among the at least one candidate reward, the target reward is transferred to a game account of the game object, wherein the target reward is used to add a target chess piece attribute to a first chess piece card during the game process of the game object, the first chess piece card being a chess piece card among the chess pieces of the game object whose chess piece type is the chess piece type corresponding to the target reward, and the target chess piece attribute is the chess piece attribute corresponding to the target reward.
7. The method according to claim 5, characterized in that The adjusting the current game level of the game object to the target level in response to the triggering operation of the game level upgrade function includes: In response to a triggering operation of a game level upgrade function, determining a current energy value of the game object; Based on the current energy value of the game object being not less than the energy value required by the game level upgrade function, the current game level of the game object is adjusted to the target level.
8. The method according to claim 7, characterized in that The method further comprises: Based on the fact that the current energy value of the game object is not less than the energy value required for the game level upgrade function, the current energy value of the game object is adjusted according to the energy value required for the game level upgrade function to obtain the current energy value of the game object after adjustment. The current energy value of the game object after adjustment is the difference between the current energy value of the game object and the energy value required for the game level upgrade function.
9. The method according to claim 7, characterized in that The method further comprises: Based on the current energy value of the game object being less than the energy value required for the game level upgrade function, a first prompt message is displayed, where the first prompt message is used to indicate that the game object does not meet the game level upgrade condition.
10. The method according to claim 5, characterized in that The level growth page further displays a second type of reward control for the target level, and the display state of the second type of reward control is the locked state; After adjusting the current game level of the game object to the target level, the method further includes: adjusting the display state of the second-type reward control to the unlocked state; In response to a triggering operation on the second-type reward control, displaying reward information of a game reward corresponding to the second-type reward control; In response to the triggering operation of the acquisition function of the game reward corresponding to the second type of reward control, and the current energy value of the game object is not less than the energy value required to obtain the game reward corresponding to the second type of reward control, the game reward corresponding to the second type of reward control is transferred to the game account of the game object.
11. The method according to claim 10, characterized in that A first value is displayed at the first position of the second type reward control, where the first value is an energy value required to obtain the game reward corresponding to the second type reward control.
12. The method according to claim 10, characterized in that A second value is displayed at the second position of the second type reward control, and the second value is the remaining number of times to obtain the game reward corresponding to the second type reward control.
13. The method according to claim 12, characterized in that The method further comprises: Based on the remaining number of acquisitions of the game reward corresponding to the second type reward control being the target number, the display state of the second type reward control is adjusted to the target state, and the target state is used to indicate that the game reward corresponding to the second type reward control cannot be obtained.
14. The method according to claim 5, characterized in that The reward information of the candidate reward includes a reward icon of the candidate reward; The method further comprises: In response to a triggering operation on reward information of a target reward among the at least one candidate reward, a reward icon of the target reward is displayed at a display position of the first type reward control.
15. The method according to claim 5, characterized in that The level growth page also displays the growth track of the game object, and multiple growth nodes are displayed in the growth track. Any growth node corresponds to a game level. The first node of the multiple growth nodes is displayed in a first state, and the second node is displayed in a second state. The game level corresponding to the first node is higher than the current game level of the game object, and the game level corresponding to the second node is not higher than the current game level of the game object. The first state and the second state are different.
16. The method according to any one of claims 1 to 4, characterized in that: The method further comprises: Based on the target number of remaining card changes for the game object, the display state of the card change button is adjusted to a reference state, and the reference state is used to indicate that the game object cannot replace the cards already owned by the game object. The remaining number of card changes for the game object is determined based on the result of the previous game of the game object.
17. A card replacement device for a turn-based chess game, characterized in that: The device comprises: A display module, configured to display a game interface of a turn-based chess game, wherein a card exchange button is displayed in the game interface, and the card exchange button is used to replace the cards already owned by the game object; The display module is further configured to display a card exchange page in response to a triggering operation on the card exchange button, wherein the card exchange page displays the cards already owned by the game object; A replacement module is configured to, in response to a triggering operation on a first card in a deck already owned by the game object and the game object has obtained a bonus reward, replace the first card with a second card, wherein the bonus reward is used to replace the card triggered by the game object with a chess piece card of a target chess piece type during the card replacement process, and the second card is a chess piece card of the target chess piece type.
18. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor so that the computer device implements the card replacement method for a turn-based chess game as described in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that The computer-readable storage medium stores at least one program code, which is loaded and executed by a processor to enable a computer to implement the card replacement method for a turn-based chess game as described in any one of claims 1 to 16.
20. A computer program product, characterized in that The computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement the card replacement method for a turn-based chess game as described in any one of claims 1 to 16.