Display method and device based on ranking list, computer equipment and storage medium
By displaying the automatically moved player virtual objects and their ranking information on the game hall interface, the problem of the monotonous display of existing rankings is solved, and the rankings can be viewed without manual clicks, which improves interactivity and fun.
Patent Information
- Application Number
- CN202410178234.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-02-08
- Publication Date
- 2025-08-08
AI Technical Summary
The display method of rankings in existing electronic games is relatively monotonous. Players need to click to view them manually, and they cannot intuitively see the virtual objects of the player in the rankings, resulting in insufficient interactivity and fun.
The player's virtual objects and ranking information are displayed on the game hall interface, and it is automatically entered into the interface to move, adding interactive actions and detailed card displays, so that players can view the ranking list without manually clicking.
It improves the convenience and fun of ranking display, enhances the interaction between players and ranking players, and enhances the gaming experience.
Smart Images

Figure CN120437641A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a ranking-based display method, apparatus, computer equipment, and storage medium. Background Art
[0002] With the rapid development of computer technology, various electronic games have emerged one after another. In electronic games, various leaderboards are set up, and players compete with each other to be on the leaderboard to stimulate their enthusiasm for participation.
[0003] In the related art, it is usually necessary to manually click to enter the ranking list to view it, and only the nicknames and rankings of the players on the list can be viewed, resulting in a relatively monotonous display of the ranking list and poor effect. Summary of the Invention
[0004] The embodiments of the present application provide a ranking-based display method, apparatus, computer device, and storage medium, which can improve the fun of ranking display. The technical solution is as follows:
[0005] In one aspect, a display method based on a ranking list is provided, the method comprising:
[0006] Display the first virtual object of the first account in the lobby interface;
[0007] A second virtual object of a second account in the target ranking list is displayed entering the lobby interface, and the ranking information of the second account in the target ranking list is also displayed next to the second virtual object, where the second account is any account in the target ranking list;
[0008] The second virtual object is displayed moving in the lobby interface.
[0009] In another aspect, a display device based on a ranking list is provided, the device comprising:
[0010] An interface display module, configured to display a first virtual object of a first account on a lobby interface;
[0011] A virtual object control module, configured to display a second virtual object of a second account in the target ranking list entering the lobby interface, with the second virtual object also displaying the ranking information of the second account in the target ranking list, where the second account is any account in the target ranking list;
[0012] The virtual object control module is further configured to display the second virtual object moving in the lobby interface.
[0013] Optionally, the virtual object control module is configured to:
[0014] Displaying the second virtual object moving along the target path in the lobby interface;
[0015] When the second virtual object moves to the end point of the target path in the lobby interface, the second virtual object is displayed to leave the lobby interface.
[0016] Optionally, the virtual object control module is configured to:
[0017] Displaying multiple virtual objects entering the lobby interface, wherein any virtual object moves along the target path after entering the lobby interface and leaves the lobby interface when reaching the destination;
[0018] The multiple virtual objects include preset virtual objects that do not belong to any account and virtual objects of accounts in the target ranking list, and the virtual objects of accounts in the target ranking list include the second virtual object.
[0019] Optionally, the virtual object control module is configured to:
[0020] During the movement of the second virtual object in the lobby interface, the second virtual object is displayed to perform an interactive action with the first virtual object.
[0021] Optionally, the virtual object control module is configured to:
[0022] displaying the second virtual object moving along a target path in the lobby interface;
[0023] When the second virtual object moves to the target position in the target path, displaying the second virtual object performing the interactive action;
[0024] After the second virtual object completes the interactive action, the second virtual object is displayed to continue moving along the target path from the target position.
[0025] Optionally, the virtual object control module is configured to:
[0026] displaying the second virtual object to move randomly in the lobby interface;
[0027] When the distance between the second virtual object and the first virtual object is less than a preset distance, displaying the second virtual object to perform the interactive action;
[0028] After the second virtual object completes the interactive action, the second virtual object is displayed to continue to move randomly in the lobby interface.
[0029] Optionally, the virtual object control module is configured to:
[0030] During the movement of the second virtual object in the lobby interface, the second virtual object is displayed to perform the interactive action according to the interactive probability, where the interactive probability refers to the probability of the second virtual object performing the interactive action.
[0031] Optionally, the virtual object control module is configured to:
[0032] During the movement of the second virtual object in the lobby interface, if the second account is associated with the first account, the second virtual object is displayed to perform an interactive action with the first virtual object.
[0033] Optionally, the lobby interface includes virtual objects of at least two accounts in the target ranking list, the at least two accounts include a third account, the lobby interface includes a third virtual object of the third account, and the third account is any account among the at least two accounts; the virtual object control module is further configured to:
[0034] During the movement of the second virtual object in the lobby interface, if the second account is associated with the third account, the second virtual object is displayed to perform an interactive action with the third virtual object.
[0035] Optionally, the device further comprises:
[0036] A details card display module is used to display the details card of the second account in response to a first trigger operation on the second virtual object, wherein the details card includes at least one of the attribute information of the second account, a homepage viewing option, a chat option, or a friend adding option.
[0037] Optionally, the second account is an account selected from multiple candidate accounts, the multiple candidate accounts are accounts in the target ranking list, and the virtual objects of the multiple candidate accounts have not entered the lobby interface within a preset time period before the current time point.
[0038] Optionally, the second account is an account selected from the multiple candidate accounts according to the display probability of each candidate account. The display probability of the candidate account refers to the probability of the candidate account being selected to enter the lobby interface. The display probability of the candidate account is negatively correlated with the ranking of the candidate account in the target ranking list.
[0039] Optionally, the target ranking list is any one of multiple ranking lists.
[0040] Optionally, the target ranking list is a ranking list selected based on a selection operation among the multiple ranking lists.
[0041] Optionally, the device further comprises:
[0042] A thumbnail list display module is used to display a thumbnail list of the target ranking list in the lobby interface, wherein the thumbnail list includes the second largest number of accounts in the front of the target ranking list.
[0043] Optionally, the virtual object control module is further configured to:
[0044] In response to a second triggering operation on the second virtual object, the second virtual object is displayed to perform an action corresponding to the second triggering operation.
[0045] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the ranking-based display method as described in the above aspects.
[0046] On the other hand, a computer-readable storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the operations performed by the ranking-based display method as described in the above aspects.
[0047] On the other hand, a computer program product is provided, including a computer program, wherein the computer program is loaded and executed by a processor to implement the operations performed by the ranking-based display method as described in the above aspects.
[0048] The solution provided by the embodiment of the present application displays the first virtual object of the first account in the lobby interface. In addition, the second virtual object of the second account in the target ranking list and the ranking information of the second account will also be displayed in the lobby interface, and the second virtual object can be moved in the lobby interface. Therefore, the player can see the second account in the ranking list without having to manually click to enter the ranking list, which realizes the active display of the accounts in the ranking list to the player, greatly improving the efficiency of human-computer interaction. Moreover, the player can not only see the ranking information of the second account, but also intuitively see the virtual object of the second account appear in his own lobby interface. Not only does the player not need to manually operate to view the virtual object of the second account, but it also enhances the player's sense of interaction with the players in the ranking list. Therefore, the solution of the embodiment of the present application improves the convenience and fun of the ranking list display method, which is conducive to improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0049] 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 embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0050] Figure 1 This is a flow chart of a method for interactive play in a turn-based chess game provided in an embodiment of the present application;
[0051] Figure 2 This is a schematic diagram of a game interface provided by an embodiment of the present application;
[0052] Figure 3 This is a card diagram of a chess piece card provided in an embodiment of the present application;
[0053] Figure 4 This is a card diagram of an effect card provided in an embodiment of the present application;
[0054] Figure 5 This is a card diagram of an equipment card provided in an embodiment of the present application;
[0055] Figure 6 This is a card diagram of a chess player card provided in an embodiment of the present application;
[0056] Figure 7 This is a flowchart of another method for interactive play in a turn-based chess game provided in an embodiment of the present application;
[0057] Figure 8 This is a schematic diagram of a chess player selection interface provided in an embodiment of the present application;
[0058] Figure 9 This is a schematic diagram of the upgrade process of an upgrade button provided in an embodiment of the present application;
[0059] Figure 10 This is a schematic diagram of another game interface provided by an embodiment of the present application;
[0060] Figure 11 This is a schematic diagram of another game interface provided by an embodiment of the present application;
[0061] Figure 12 This is a schematic diagram of a settlement interface provided in an embodiment of the present application;
[0062] Figure 13 This is a schematic diagram of an implementation environment provided by an embodiment of the present application;
[0063] Figure 14This is a flowchart of a ranking-based display method provided in an embodiment of the present application;
[0064] Figure 15 This is a flowchart of another display method based on rankings provided in an embodiment of the present application;
[0065] Figure 16 This is a schematic diagram of a lobby interface provided by an embodiment of the present application;
[0066] Figure 17 This is a schematic diagram of a ranking list switching method provided by an embodiment of the present application;
[0067] Figure 18 is a schematic diagram of a details card provided in an embodiment of the present application;
[0068] Figure 19 This is a flowchart of another display method based on rankings provided in an embodiment of the present application;
[0069] Figure 20 This is a flowchart of another display method based on rankings provided in an embodiment of the present application;
[0070] Figure 21 This is a flowchart of another display method based on rankings provided in an embodiment of the present application;
[0071] Figure 22 This is a structural diagram of a display device based on a ranking list provided in an embodiment of the present application;
[0072] Figure 23 1 is a schematic structural diagram of another display device based on a ranking list provided in an embodiment of the present application;
[0073] Figure 24 This is a schematic diagram of the structure of a terminal provided in an embodiment of the present application. DETAILED DESCRIPTION
[0074] In order to make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0075] It is understood that the terms "first," "second," and the like used herein may be used to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are merely used to distinguish one concept from another. For example, a first virtual object may be referred to as a second virtual object, and similarly, a second virtual object may be referred to as a first virtual object without departing from the scope of this application.
[0076] Here, "at least one" refers to one or more than one. For example, the at least one virtual object can be one virtual object, two virtual objects, three virtual objects, or any other integer greater than or equal to one. "Multiple" refers to two or more than two. For example, the multiple virtual objects can be two virtual objects, three virtual objects, or any other integer greater than or equal to two. "Each" refers to each of the at least one virtual object. For example, "each virtual object" refers to each virtual object in the multiple virtual objects. If the multiple virtual objects are three virtual objects, "each virtual object" refers to each virtual object in the three virtual objects.
[0077] 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 (including but not limited to signals transmitted between user terminals and other devices, etc.) involved in this application are all fully authorized by users or relevant parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.
[0078] The ranking-based display method provided in the embodiments of the present application can be applied in electronic games. The electronic games can be turn-based chess games (auto chess), first-person shooter games, third-person shooter games, or other MOBA (Multiplayer Online Battle Arena) games. The virtual object involved in the embodiments of the present application is a virtual avatar used to represent the user. The avatar can be in any form, such as a virtual person, a virtual animal, a virtual elf, an anime character, etc., and the embodiments of the present application are not limited to this.
[0079] When the method provided in the embodiments of the present application is applied to a turn-based chess game, the leaderboard can be ranked based on the points earned by each player through participating in the game. The virtual objects of players on the leaderboard can automatically enter the lobby interface of other players, so that players can see the virtual objects of players on the leaderboard in their respective lobby interfaces, thereby enhancing the sense of interaction between players and players on the leaderboard, making the leaderboard display more interesting, and improving the player's gaming experience.
[0080] Taking the application in turn-based chess games as an example, the following is a detailed introduction to turn-based chess games.
[0081] 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. Optionally, the turn-based chess game includes Auto Chess.
[0082] 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).
[0083] 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.
[0084] 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.
[0085] 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.
[0086] 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.
[0087] 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.
[0088] 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.
[0089] 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.
[0090] 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.
[0091] Figure 1 This is a flow chart of a method for interactive play in a turn-based chess game provided in an embodiment of the present application. This embodiment of the present application uses the method executed by a terminal as an example. The method includes:
[0092] 101. The terminal displays a game interface of a turn-based chess game, where the game interface includes a chessboard area and a hand area, where the hand area displays at least one card.
[0093] The game interface is the interface where two player objects play against each other in a turn-based chess game. Player objects can be understood as at least one of the concepts of user, account, player, chess player, and virtual chess player. Figure 2The game interface includes a chessboard area 201 and a hand area 202. The chessboard area 201 is used to accommodate at least one own chess piece and at least one enemy chess piece participating in the battle. The chessboard area 201 includes multiple chess squares 203 arranged in an array. These chess squares 203 are always displayed or only displayed at certain times. Optionally, the chessboard area 201 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment uses the chessboard area 201 as an example of a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this article refers to a chessboard located in a three-dimensional environment, not necessarily a three-dimensional chessboard itself. The hand area 202 is used to display at least one card held or dealt to the own player object. The at least one card is typically a plurality of cards. The at least one card includes at least one of a card automatically drawn or dealt to the own player object by a background program, a card obtained by playing certain cards with a draw effect, and a player card acquired through the player's skill. The multiple cards have an upper limit, such as a maximum of 8 cards, with any excess automatically discarded. Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 202, with the order of arrangement determined by at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, or the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards, with any excess cards discarded when the upper limit is exceeded. 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.
[0094] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.
[0095] 102. During the battle preparation phase, the terminal executes battle preparation operations related to the terminal in response to a card-playing operation on at least one card.
[0096] 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.
[0097] 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.
[0098] 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.
[0099] Preparation operations include at least one of: adding a player's own piece, reducing a player's own piece, upgrading a player's own piece, adding equipment to a player's piece, removing equipment from a player's piece, or increasing a buff effect on a player's own piece. Because different card types have different effects, a preparation operation is performed on at least one player's own piece within the board area based on the type of the selected card. During the preparation phase, the player object prepares at least one player's own piece within the board area, and the enemy player object prepares at least one enemy piece within the board area.
[0100] 103. During the battle phase, the terminal displays the automatic battle between the own chess pieces and the enemy chess pieces in the chessboard area.
[0101] 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.
[0102] 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.
[0103] 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.
[0104] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0105] In some embodiments, the card types include at least one of: chess piece cards, effect cards, equipment cards, and player cards. These four card types can be considered primary card types.
[0106] Piece Cards: Piece Cards are used to summon your own pieces in the board area or upgrade the level of your own pieces. Figure 3 This is a schematic diagram of a chess piece card provided in an embodiment of the present application. The chess piece card displays at least one of the following information: a chess piece image 301, a chess piece name 302, the energy consumed when the card is played 303, the chess piece type or faction 304 to which the chess piece belongs, the level increased by the chess piece after the card is played 305, and a description of the chess piece's additional effects 306.
[0107] The chess piece image 301 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of the virtual chess piece. Figure 3In the example, chess piece image 301 is a bust of a virtual chess piece. Chess piece name 302 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's name. Energy value 303 refers to the amount of energy consumed when the chess piece card is played. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities consume varying amounts of energy when played. Chess piece type 304 is a categorization of the role a chess piece plays during combat. In one example, different chess pieces can be classified as at least one of the following: tank, warrior, assassin, mage, shooter, and support. Faction is a categorization of chess pieces belonging to the same chess group in the virtual worldview. The level 305 of the chess piece that is increased after a card is played refers to the level of the existing chess piece with the same name (i.e., the same chess piece) that is increased after the card is played. For example, if level 25 is level 3 and the chess piece with the same name was originally level 2, then after playing this card, the chess piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the different levels of the chess piece with the same name after playing. For example, five different quality cards can upgrade the levels of the chess piece with the same name after playing to 1, 2, 3, 4, and 5 respectively. The additional effect description 306 of the chess piece is a description of the effect of the additional effect that the chess piece has. The additional effect can be triggered and take effect when the card is played, or it can be taken effect when a certain trigger condition is met during the battle. For example, the exclusive skill of chess piece 1 is: when chess piece 1 is on the scene, whenever other chess pieces of the same party in the chessboard area are sold, a chess piece of the same party with the chess piece type of "tank" on the scene will be randomly selected, and the chess piece level of the randomly selected chess piece on the scene will be upgraded to a first value, which is half the level of the chess piece being sold.
[0108] Effect Cards: 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, hand card acquisition processes, etc. Figure 4 4 is a card diagram of an effect card provided in an embodiment of the present application. The effect card displays at least one of the following information: an effect icon 401, an effect name 402, an energy value 403 consumed when the card is played, and an effect description 404 of the effect card.
[0109] The effect icon 401 may be an icon for representing the benefit effect of the effect card. Figure 44. The example shown in FIG. 40 is an icon with a hexagonal outer frame. Effect name 402 is the name of the effect card or the name of the buff effect. Energy value 403 is the amount of energy required to play the effect card, which is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy when played. For example, five cards of different qualities require 0, 1, 2, 3, and 4 energy points, respectively, when played. Effect card effect description 404 is used to describe the effect of the effect card after use. The effects of effect cards include but are not limited to at least one of the following: 1. Enhancing the probability and / or quantity of the player's acquisition of chess cards; 2. Enhancing the probability or quantity of the player's acquisition of chess cards with the same name associated with the chess pieces on the field; 3. Reducing the energy required for the player's acquisition of chess cards; 4. Increasing the quantity of chess cards exchanged by the player's party; 5. Reducing the energy required for the player's exchange of chess cards; 6. Improving the chess level of at least one chess piece on the field; 7. Adding equipment to at least one chess piece on the field; 8. Improving the equipment level of at least one chess piece on the field; 9. Reducing the energy consumption when playing / changing cards; 10. Increasing the probability of obtaining certain cards; 11. Increasing the quantity of certain cards obtained; 12. Increasing the chance of exchanging cards, and so on. I will not go into details one by one.
[0110] 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 / faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and scope 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's effects. Faction effect cards are effect cards whose attributes are related to a faction. For example, only pieces of a specific faction can acquire, use, or benefit from a card's effects. For example, a piece-type effect card has a certain chance of being acquired only when a piece card of that piece type is played.
[0111] Equipment Card: An equipment card is a card used to equip at least one of your own pieces. Figure 5 1 is a card diagram of an equipment card provided in an embodiment of the present application. The equipment card displays at least one of the following information: an equipment icon 501, an equipment name 502, an energy value 503 consumed when the card is played, and an equipment description 504 of the equipment card.
[0112] The equipment icon 501 may be an icon used to represent the image of the equipment or the effect of the equipment. Figure 55. The circular icon in the figure is used as an example. Equipment name 502 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capability of the own chess piece in different dimensions such as health, armor, defense, and magic points, or weaken the combat capability of the enemy chess piece. Energy value 503 refers to the energy value required to play the equipment card, and the energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy when playing. For example, five cards of different qualities require 0, 1, 2, 3, and 4 energy points when playing, respectively. Optionally, the energy values consumed by different cards may also be adjusted regularly or irregularly based on game balance. Equipment description 504 of the equipment card is used to describe the effect of the equipment after being worn.
[0113] Player Cards: 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, can only be acquired by a specific player avatar, can only be used by a specific player avatar, or are exclusive to a specific player avatar, etc., and this embodiment of the application does not limit this. Figure 6 6 is a card diagram of a chess player card provided in an embodiment of the present application. The chess player card displays at least one of the following information: a card icon 601, a chess player card name 602, an energy value 603 consumed when the card is played, and a description of the effect of the chess player card 604.
[0114] The card icon 601 may be an icon used to represent the effect of the card. Figure 6 6. The example of a hexagonal icon is shown in FIG. Player card name 602 is the name of the player card or the name of its effect. Energy value 603 is the energy value required to play the player card, which is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy to play. For example, five cards of different qualities may require 0, 1, 2, 3, and 4 energy points, respectively, to play. Optionally, the energy values of different cards may be adjusted regularly or irregularly based on game balance. Player card effect description 604 is used to describe the effects that a player card can add after use. The effects of a player card can be the same as or similar to those of a piece card, equipment card, or effect card, and can also exceed the effects of a piece card, equipment card, or effect card. In various possible embodiments, the effects of player cards can be designed to summon pieces, upgrade pieces, add equipment, add buffs, reduce energy consumption, affect the hand card acquisition process, and other effects. Player card effects can be designed to affect any process or detail in the game, and this embodiment of the application is not limited to this.
[0115] In some embodiments, the player object obtains at least one card if the obtaining conditions are met. The obtaining conditions include at least one of the following:
[0116] Obtaining Cards: 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 subsequent rounds will draw 2 cards. Obtaining Cards: 2. Use a preset piece card. Preset piece cards are pieces with additional abilities, such as drawing, adding, or copying cards. For example, a piece card with the same name as a currently playing piece will receive an additional effect card when played. Obtaining Cards: 3. Use a preset effect card. Preset effect cards are effect cards with abilities such as drawing, adding, or copying cards. Obtaining Cards: 4. Use a preset player card. Preset player cards are effect cards with abilities such as drawing, adding, or copying cards. Obtaining Cards: 5. Expend resources owned by your side in exchange, such as expending energy to draw or exchange. Obtaining Cards: 6. Upgrade your player avatar's player level. Upgrading your player level unlocks higher-quality cards or a larger number of cards. Obtaining Condition 7: Card pool level upgrade; after the card pool level upgrades, higher quality or more cards can be unlocked. Obtaining Condition 8: Purchase a card. Obtaining Condition 9: Preset Player Skills are triggered. Preset Player Skills are passive skills that have effects such as drawing, adding, or duplicating cards. For example, you can draw a player card every two turns or draw a player card every three cards played.
[0117] 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.
[0118] Figure 7 This is a flow chart of another method for interactive play in a turn-based chess game provided in an embodiment of the present application. This embodiment of the present application uses the method executed by a terminal as an example. The method includes:
[0119] Player selection phase:
[0120] 701. The terminal selects a virtual object of a chess player of the own side, where the virtual object of the chess player is used to represent a virtual object that controls at least one chess piece of the own side.
[0121] 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.
[0122] 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.
[0123] For example, Figure 8 As shown, before starting a game, a player selection interface is displayed. The player selection interface displays six player virtual characters selected by the player objects. Optionally, the player virtual character 801 selected by the player object is highlighted. Taking the player object 4 as an example, the player virtual character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner, while the player virtual characters selected by other player objects are conventionally displayed in a sitting position, normal size, and distributed on both sides. The player selection interface displays several candidate player virtual characters 802, for example, candidate players 1 to 5. You can view other candidate players by swiping left and right, or click the "All" button 803 to view all candidate players. The player selection interface also displays a player skill button 804. In response to the player skill button 804 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. 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 805 to enter the ready state.
[0124] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.
[0125] Preparation phase for each round:
[0126] 702. The terminal displays a game interface of a turn-based chess game, where the game interface includes a chessboard area and a hand card area.
[0127] The chessboard area is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the chessboard area is used to place at least one enemy chess piece, and the lower half of the chessboard area is used to place at least one friendly chess piece. The hand area is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards in the current round have been played), the number of cards displayed in the hand area is 0. Optionally, attribute information of the n player objects participating in the current game is also displayed in the upper left corner of the game interface. The attribute information includes at least one of the player nickname, player portrait, player health, and player level. Player skill buttons are displayed in the lower left corner of the game interface. A swap button and an upgrade button are also displayed in the lower right corner of the game interface. The swap button is used to replace one or more cards in the hand area. The upgrade button is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment. Optionally, an energy widget is displayed in the upper right corner of the game interface. This widget displays the energy value of the player object. Energy is a game resource that may be used at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.
[0128] 703. In response to the playing operation of at least one card, the terminal performs a battle preparation operation related to its own chess piece.
[0129] Card types include at least one of: chess piece cards, equipment cards, effect cards, and player cards. Players can perform different preparation operations by playing different chess piece cards. This step includes at least one of the following: in response to playing a chess piece card, performing a preparation operation related to at least one player's chess piece in the chessboard area; in response to playing an equipment card, equipping all or part of at least one chess piece with virtual equipment; in response to playing an effect card, performing a preparation operation that adds an effect to at least one factor in the game; and in response to playing a player card, performing a preparation operation related to at least one factor in the game. Due to the varying combat situations in each round of turn-based combat, the varying hand sizes of each player, and the varying playing habits of each player, the number and order of execution of the above steps may vary within each round of turn-based combat, and this is not limited in this embodiment of the present application.
[0130] In one possible implementation, the card in the hand area includes a first chess piece card. In response to a play operation on the first chess piece card, a first own chess piece is added to the chessboard area. The first own chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first own chess piece is a chess piece that has not been summoned to the chessboard area. That is, when the first own chess piece does not already exist in the chessboard area, the first own chess piece is added to the chessboard area in response to the play operation on the first chess piece card. In one possible implementation, in response to the play operation on the first chess piece card, at least two candidate chess squares are displayed in the chessboard area, along with a first indicator element corresponding to the first chess piece card. The first indicator element includes at least one of a reduced size of the first chess piece card, the first own chess piece, and a first indicator arrow. In response to a drag operation on the first indicator element to the first candidate chess square, the first own chess piece is added to the first candidate chess square. The first candidate chess square is one of the at least two candidate chess squares. 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.
[0131] In one possible implementation, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already existing in the board area, the chess piece level of the second local chess piece is upgraded in the board area. The second local chess piece is the chess piece corresponding to the second chess piece card. The play operation on the second chess piece card can also be a drag operation. However, since the second local chess piece already exists in the board area, the release position of the drag operation can be anywhere in the board area, and the drag operation does not require the player object to precisely drag the second local chess piece.
[0132] In one possible implementation, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced-size equipment card, virtual equipment corresponding to the equipment card, and a second indicator arrow. In response to a drag operation of dragging the second indicator element to a second own chess piece, the virtual equipment is equipped on the second own chess piece; wherein the second own chess piece is already in the chessboard area.
[0133] In one possible implementation, the cards in the hand area include effect cards. In response to playing an effect card, an effect is added to at least one friendly chess piece and / or an effect is added to the card acquisition process. Effect cards fall into two categories based on the objects they affect: Type 1: Effects added to friendly chess pieces within the board area; Type 2: Effects added to the card acquisition process. In response to playing a Type 1 effect card, an effect is added to at least one friendly chess piece, such as a buff specific to the chess piece type or a combined buff when at least two chess pieces from the same faction are present. In response to playing a Type 2 effect card, an effect is added to the card acquisition process, such as drawing two identical chess pieces consecutively.
[0134] In a possible implementation, in response to the playing operation of the chess player card, at least one of the following preparation operations is performed: the increase of one's own chess piece, the reduction of one's own chess piece, the upgrading of one's own chess piece, the addition of effects to one's own chess piece, the wearing of props to one's own chess piece, the operation related to card acquisition, the operation related to card selling, the operation related to card exchange, the operation related to subsequent rounds, and the operation related to the life value of one's own player object. That is, the function of the chess player card is relatively special, and can be any function among chess piece cards, equipment cards, and effect cards, or can be a function related to the card acquisition process, or can be a function related to the life value of the chess player. In different design implementations, as long as it is a function that can affect a certain factor in the game, it may be designed as a function of the chess player card, and the embodiments of the present application do not limit this.
[0135] In one possible implementation, during the preparation phase, the player object can also use at least one of the following functions: card exchange, card deletion, and player level upgrade. Card exchange: During the preparation phase, the player object can also exchange one or more cards in the hand area. Clicking the exchange button to swap one or more cards consumes energy. For example, cards can only be swapped once per turn, but multiple cards can be swapped at once. Each card swap consumes 1 energy point. Card deletion: During the play process, dragging a card to a designated location deletes or sells it. The resources consumed by deleted cards cannot be recycled, or a portion or a fixed amount of energy can be recycled. For example, each card deleted earns 1 energy point. Player level upgrade: The player object gains a certain amount of energy during each turn. Unused energy from a turn accumulates and 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 will be unlocked, such as talents, purchasable equipment, etc. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player level upgrades, 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 9 The small rounded rectangle shown is used as an example, but other shapes or forms are also possible. For example, when the player object reaches the 1 / 2 / 3 / 4 / 5 player level, cards of 1 / 2 / 3 / 4 / 5 quality are unlocked respectively.
[0136] The battle phase of each round:
[0137] 704. During the battle phase, the terminal displays the automatic battle between the own chess piece and the enemy chess piece in the chessboard area.
[0138] 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. Figure 10 The figure shows an automatic battle diagram of a player's chess piece 1001 and an enemy chess piece 1002 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.
[0139] Battle settlement phase:
[0140] 705. The terminal calculates the health value of the virtual character of the chess player on the other side, and starts the next round of turn-based battle or ends the current game based on the health value.
[0141] Both the player object and the enemy player object have health points. After the current round ends, a portion of the health points of the losing player object will be deducted. This portion of the health points 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. When the health points are deducted to zero, the player is eliminated from the current game. If the health points have not yet been deducted to zero, the next round of turn-based battle in the current game begins, and the player continues to fight with one of the n player objects until they are eliminated, or, as the last player not eliminated, they win the current game.
[0142] In some embodiments, the damage calculation is based on the number of pieces remaining on the winning side's board. Figure 11 The figure shows that when the opponent is the loser, there is only one enemy chess piece 1002 left, and then the life value of the opponent's chess piece virtual object 801 is calculated. A life value progress bar can be displayed above the head of the chess piece virtual character 801. Figure 12 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.
[0143] 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.
[0144] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0145] 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.
[0146] 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.
[0147] The above content is a detailed introduction to turn-based chess games. The ranking-based display method provided in the embodiments of the present application can be applied to the above-mentioned turn-based chess games. The detailed implementation method of the ranking-based display method provided in the embodiments of the present application can be found in the following embodiments.
[0148] The following is an introduction to the implementation environment of the technical solution provided in the embodiments of the present application.
[0149] Figure 13 1 is a schematic diagram of an implementation environment provided by an embodiment of the present application. The implementation environment includes: a terminal 1301 and a server 1302. The terminal 1301 and the server 1302 are directly or indirectly connected via wired or wireless communication.
[0150] Terminal 1301 has a client installed and running. This client can be a turn-based chess game program, a first-person shooter game program, a third-person shooter game program, or another MOBA game program. When terminal 1301 runs the client, the client's user interface is displayed on the screen of terminal 1301. Players using terminal 1301 can play games in the client. The client maintains a leaderboard generated based on multiple game matches played by each player. The client's user interface includes a lobby interface, which can display virtual objects of accounts in the leaderboard.
[0151] Among them, server 1302 provides game data to terminal 1301. Terminal 1301 can display the game game screen based on the game data provided by server 1302, and terminal 1301 can play the game based on the game screen. Optionally, server 1302 is the background server of the client on terminal 1301, which is used to provide services for the client. Optionally, server 1302 performs the primary computing work and terminal 1301 performs the secondary computing work; alternatively, server 1302 performs the secondary computing work and terminal 1301 performs the primary computing work; alternatively, server 1302 and terminal 1301 adopt a distributed computing architecture to perform collaborative computing.
[0152] In one possible implementation, the terminal 1301 is a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart TV, a smart watch, a handheld portable gaming device, an e-book reader, an MP3 player, an MP4 player, or a laptop computer, etc., but is not limited thereto.
[0153] In one possible implementation, the server 1302 is an independent physical server, or the server 1302 is a server cluster or distributed system composed of multiple physical servers, or the server 1302 is a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms.
[0154] In one possible implementation, server 1302 includes a processor 1312, a user account database 1322, a battle service module 1332, and a user-oriented input / output interface (I / O interface) 1342. Processor 1312 is configured to load instructions stored in server 1302 and process data in user account database 1322 and battle service module 1332. User account database 1322 is configured to store user account data used by terminal 1301, such as user account avatars, user account nicknames, user account combat power indexes, user account rankings, and the service areas where user accounts are located. Battle service module 1332 is configured to provide multiple battle rooms for users to engage in battles. User-oriented I / O interface 1342 is configured to establish communication and exchange data with terminal 1301 via a wireless network or a wired network.
[0155] Those skilled in the art will know that although Figure 13 Only one terminal is shown, but in different embodiments, multiple other terminals can access server 1302. Optionally, there are one or more terminals 1303 corresponding to developers. A client development and editing platform supporting a virtual environment is installed on terminal 1303. Developers can edit and update the client on terminal 1303 and transmit the updated client installation package to server 1302 via a wired or wireless network. Terminal 1301 can download the client installation package from server 1302 to update the client.
[0156] After introducing the implementation environment of the embodiment of the present application, the following describes the ranking-based display method provided by the embodiment of the present application. It should be noted that in the following description of the technical solution provided by the present application, the terminal is used as the execution subject as an example. In other possible implementations, the technical solution provided by the present application can also be jointly executed by the terminal and the server. The embodiment of the present application does not limit the type of execution subject.
[0157] Figure 14 This is a flowchart of a ranking-based display method provided by an embodiment of the present application. The embodiment of the present application is executed by a computer device, for example, by a terminal. Figure 14 , the method comprising:
[0158] 1401. The terminal displays a first virtual object of a first account on a lobby interface.
[0159] The lobby interface is an interface that integrates multiple functions, including viewing attribute information, viewing account information, and setting basic parameters. For example, if a terminal has a game client installed and running, the lobby interface is the main interface of the game client. For example, the lobby interface is the interface displayed before starting a game or after completing a game. Users can use the lobby interface to view account attribute information, set game parameters, or enter game matches.
[0160] The lobby interface includes a first virtual object of a first account, where the first account is the account currently logged into the terminal. Optionally, the terminal has a game client installed and running, and the first account is the account logged into the game client. The first virtual object of the first account is used to represent the game image of the first account in the game client. For example, the game image is a virtual character, a virtual animal, or a cartoon elf. The game image can be set by the player, or it can be a default game image provided in the game client, or the player can select from multiple game images provided in the game client. Optionally, the game client includes multiple accounts, each account has its own virtual object, and the virtual objects of different accounts can be the same or different.
[0161] 1402. The terminal displays a second virtual object of the second account in the target ranking list entering a lobby interface. The ranking information of the second account in the target ranking list is also displayed next to the second virtual object. The second account is any account in the target ranking list.
[0162] The terminal has a game client installed and running, and the game client maintains a target ranking list. The target ranking list is obtained by sorting the accounts in the game client according to a preset sorting criteria based on a preset statistical method. The target ranking list includes a preset number of accounts that meet the ranking criteria. Optionally, the target ranking list is determined based on the game results of the accounts participating in the game client, for example, sorting by the number of game wins of the accounts, or sorting by the points earned by the accounts in the game matches, or sorting by the account's level in the game client, etc. The embodiments of the present application do not limit the sorting criteria of the target ranking list.
[0163] In an embodiment of the present application, when the terminal displays a lobby interface, it displays a second virtual object of a second account in the target ranking list entering the lobby interface, where the second account can be any account in the target ranking list. The second virtual object is also displayed alongside the second account's ranking information in the target ranking list. Therefore, the player of the first account can see the second virtual object of the second account in the target ranking list and the ranking of the second account in their lobby interface, thereby understanding the account in the target ranking list.
[0164] It should be noted that the second virtual object of the second account in the lobby interface does not enter the lobby interface under the control of the second account, but is controlled by a preset program to automatically enter the lobby interface of the first account. This is equivalent to actively showing the virtual objects and account rankings of the accounts in the target rankings to the player, without the need for the player to manually click to enter the target rankings to see which accounts are on the list.
[0165] 1403. The terminal displays the second virtual object moving in the lobby interface.
[0166] After entering the lobby interface, the second virtual object moves in the lobby interface, which can quickly attract the player's attention to the second virtual object and increase the fun of displaying the second virtual object in the lobby interface.
[0167] The method provided in the embodiment of the present application displays the first virtual object of the first account in the lobby interface. In addition, the second virtual object of the second account in the target ranking list and the ranking information of the second account are also displayed in the lobby interface, and the second virtual object can be moved in the lobby interface. Therefore, the player can see the second account in the ranking list without having to manually click to enter the ranking list, which realizes the active display of the accounts in the ranking list to the player, greatly improving the efficiency of human-computer interaction. Moreover, the player can not only see the ranking information of the second account, but also intuitively see the virtual object of the second account appear in his own lobby interface. Not only does the player not need to manually operate to view the virtual object of the second account, but it also enhances the player's sense of interaction with the players in the ranking list. Therefore, the solution of the embodiment of the present application improves the convenience and fun of the ranking list display method, which is conducive to improving the player's gaming experience.
[0168] above Figure 14 The embodiment is a brief introduction to the display method based on the ranking list provided in the embodiment of the present application. The following will combine some examples to more clearly explain the display method based on the ranking list provided in the embodiment of the present application. Figure 15 This is a flowchart of another display method based on a ranking list provided in an embodiment of the present application. The embodiment of the present application is executed by a computer device, for example, by a terminal. Figure 15 , the method comprising:
[0169] 1501. The terminal displays a first virtual object of a first account on a lobby interface.
[0170] In a possible implementation, a game client is installed and running on the terminal. The lobby interface is provided by the game client, and the first account is the account logged in the game client. Optionally, the terminal displays the lobby interface in response to a startup operation on the game client. Optionally, the terminal displays the lobby interface in response to exiting a game session in the game client.
[0171] 1502. The terminal displays that the second virtual object of the second account in the target leaderboard enters the lobby interface, and the ranking information of the second account in the target leaderboard is also displayed beside the second virtual object. The second account is any account in the target leaderboard.
[0172] When the terminal displays the lobby interface, it displays that the second virtual object of the second account in the target leaderboard enters the lobby interface. For example, the second virtual object can enter the lobby interface by walking in from one side of the lobby interface, or the second virtual object can be directly displayed in the lobby interface. Optionally, when the second virtual object enters the lobby interface, special effects are displayed on the second virtual object to remind players that the virtual object of the account in the target leaderboard has entered the lobby interface.
[0173] In a possible implementation, the ranking information of the second account and the nickname of the second account are also displayed beside the second virtual object. For example, the nickname of the second account is displayed on the top of the second virtual object, and the ranking of the second account in the target leaderboard is displayed beside the nickname of the second account. Optionally, the avatar of the second account can also be displayed beside the nickname of the second account.
[0174] Figure 16 It is a schematic diagram of a lobby interface provided by an embodiment of the present application. As shown in (1) of Figure 16 , the lobby interface includes the first virtual object 1601 of the first account, and also includes the second virtual object 1602 of the second account entering the lobby interface. The ranking and nickname of the second account are displayed on the top of the second virtual object 1602. For example, the ranking of the account to which the second virtual object 1602 belongs is the 2nd, and the nickname is "Washing Feet in Gold Basin". Or, as shown in (2) of Figure 16 , the lobby interface includes the first virtual object 1601 of the first account, and also includes the second virtual object 1603 of the second account entering the lobby interface. The ranking and nickname of the second account are displayed on the top of the second virtual object 1603. For example, the ranking of the account to which the second virtual object 1602 belongs is the 8th, and the nickname is "Meria".
[0175] In a possible implementation, the second account is an account selected from multiple candidate accounts. The multiple candidate accounts are accounts in the target leaderboard, and the virtual objects of the multiple candidate accounts have not entered the lobby interface within a preset duration before the current time point.
[0176] The second account is selected by the server corresponding to the game client from among multiple candidate accounts. Furthermore, the server selects the second account only from candidate accounts that have not entered the lobby interface within a preset time period before the current time point, to ensure that virtual objects that have already appeared will not reappear within a certain period of time. Optionally, the preset time period is pre-set by the server, for example, one day, one week, or 72 hours.
[0177] In an embodiment of the present application, the virtual objects displayed in the lobby interface are virtual objects that have not been displayed within a preset time period before the current time point. Therefore, the virtual objects displayed in a short period of time will not be repeated, which is conducive to improving the efficiency of information display and avoiding players from obtaining repeated information in a short period of time, thereby improving the player experience.
[0178] Optionally, the second account is an account selected from multiple candidate accounts according to the display probability of each candidate account. The display probability of a candidate account refers to the probability of the candidate account being selected to enter the lobby interface. The display probability of the candidate account is negatively correlated with the ranking of the candidate account in the target ranking list.
[0179] Each account in the target ranking has a corresponding display probability, which represents the probability of being selected to enter the lobby interface. Furthermore, each account's display probability is inversely correlated with its ranking in the target ranking. That is, the higher the account's ranking, the greater its display probability, while the lower the account's ranking, the lower its display probability. For example, if the target ranking includes 100 accounts, the display probability of accounts ranked 1 to 5 is 80%, the display probability of accounts ranked 6 to 30 is 15%, and the display probability of accounts ranked 30 to 100 is 5%.
[0180] Optionally, every time the virtual object of an account in the target ranking list enters the lobby interface, the display probability of each account in the target ranking list is adjusted. The adjustment method can be flexibly selected, such as randomly generating the display probability of each account, but it is necessary to ensure that the display probability of each account is negatively correlated with the ranking of the account in the target ranking list, and the display probability of the top-ranked account is greater than the display probability of the bottom-ranked account.
[0181] In this embodiment of the present application, virtual objects displayed in the lobby interface are selected based on display probability, which is inversely correlated with the ranking of the account to which the virtual object belongs. That is, the higher the account's ranking in the leaderboard, the greater the likelihood that its virtual objects will be displayed in the lobby interface. Players are generally more interested in accounts with higher rankings, so by prioritizing the display of higher-ranked accounts, the effectiveness of the content displayed in the lobby interface can be improved, allowing players to quickly discover accounts of interest and enhancing their gaming experience.
[0182] In one possible implementation, the target ranking is any one of multiple rankings. The game rankings maintain multiple rankings, each of which is different from the other. These rankings may have different sorting criteria, different ranges of accounts participating in the rankings, or different game activities corresponding to the rankings. For example, using the example of different ranges of accounts participating in the rankings, the multiple rankings may include a friend ranking and a server-wide ranking. The friend ranking includes ranked accounts among accounts associated with the first account, and the server-wide ranking includes ranked accounts among all accounts on the server where the first account resides.
[0183] In an embodiment of the present application, the target ranking list to which the virtual object displayed in the lobby interface belongs is any one of the multiple ranking lists, that is, the lobby interface can display the virtual objects of accounts in any one of the multiple ranking lists, thereby improving the flexibility of the ranking display method.
[0184] Optionally, the target ranking is a ranking selected from multiple rankings based on a selection operation. The selection operation is performed by the player, meaning that the player can determine which ranking list's account's virtual objects will be displayed in the lobby interface by performing a selection operation. For example, the multiple rankings include a friend ranking and a server-wide ranking. If the player selects the friend ranking, the virtual objects of the accounts in the friend ranking will be displayed in the lobby interface. If the player selects the server-wide ranking, the virtual objects of the accounts in the server-wide ranking will be displayed in the lobby interface. Players can perform a selection operation in the lobby interface to flexibly choose which ranking list's account's virtual objects will be displayed in the lobby interface.
[0185] Figure 17 1701 is a schematic diagram of a ranking list switching method provided in an embodiment of the present application. The lobby interface includes a ranking list switching option 1701, such as Figure 17 As shown in (1), the currently selected ranking list is the friend ranking list, and "Friends" is displayed next to the ranking list switching option 1701. If the player wants to switch to the full server ranking list, the trigger operation of the ranking list switching option 1701 is executed. When the player executes the trigger operation of the ranking list switching option 1701, Figure 17As shown in (2), the currently selected leaderboard switches to the server-wide leaderboard. The server where the first account is located is called the "ladder," and "ladder" is displayed next to the leaderboard switch option 1701. If the player wants to switch back to the friend leaderboard, the trigger operation of the leaderboard switch option 1701 is executed again.
[0186] In an embodiment of the present application, the target ranking list to which the virtual object displayed in the lobby interface belongs is the ranking list selected based on the selection operation among multiple ranking lists, that is, the player can choose which ranking list the virtual object of the account in the lobby interface is displayed, which improves the flexibility and operability of the ranking list display method, ensures the player's autonomy, and is conducive to improving the player's gaming experience.
[0187] 1503. The terminal displays the second virtual object moving in the lobby interface. During the movement of the second virtual object in the lobby interface, the terminal displays the second virtual object performing an interactive action with the first virtual object.
[0188] After entering the lobby interface, the second virtual object moves in the lobby interface, and during the movement of the second virtual object, the second virtual object can also automatically interact with the first virtual object.
[0189] The interactive actions performed by the second virtual object and the first virtual object include shaking hands, greeting, hugging, dancing, etc., and the embodiments of the present application do not limit the interactive actions. Optionally, when the second virtual object performs an interactive action with the first virtual object, the first virtual object automatically performs an action in response to the interactive action. For example, if the interactive action is the second virtual object dancing toward the first virtual object, the first virtual object can dance with the second virtual object.
[0190] In the embodiment of the present application, considering that the second virtual object is a virtual object of a real account, the second virtual object can also automatically make interactive actions with the first virtual object during the movement of the second virtual object in the lobby interface. On the one hand, it is conducive to improving the realism of the second virtual object, thereby enhancing the interactivity between players. On the other hand, it can also quickly attract the attention of players, thereby stimulating the enthusiasm of players to further interact with the second account or the second virtual object, thereby improving the player's gaming experience.
[0191] In a possible implementation, the second virtual object moves in the lobby interface and interacts with the first virtual object in any one of the following two movement modes.
[0192] The first movement mode: the terminal displays the second virtual object moving along the target path in the lobby interface; when the second virtual object moves to the target position in the target path, the second virtual object is displayed to perform an interactive action; after the second virtual object completes the interactive action, the second virtual object is displayed to continue moving along the target path from the target position.
[0193] like Figure 16 As shown, the lobby interface includes a road, and the target path is a path along the road. After entering the lobby interface, the second virtual object 1602 automatically moves along the target path. Optionally, when the second virtual object 1602 reaches the target position in the target path, it performs an interactive action at the target position. For example, when the second virtual object 1602 performs an interactive action at the target position, the first virtual object 1601 automatically moves towards the second virtual object 1602. After the second virtual object 1602 completes the interactive action, it continues to move along the target path from the target position. Optionally, when the second virtual object 1602 reaches the target position in the target path, it automatically moves towards the first virtual object 1601. When the second virtual object 1602 arrives in front of the first virtual object 1601 (for example, the distance between the second virtual object 1602 and the first virtual object 1601 is less than a preset distance), the second virtual object 1602 performs an interactive action. When the second virtual object 1602 completes the interactive action, it returns to the target position and continues to move along the target path from the target position.
[0194] In an embodiment of the present application, when the second virtual object moves along the target path in the lobby interface, when it moves to the target position in the target path, it automatically performs an interactive action with the first virtual object. After completing the interactive action, it continues to move along the target path from the target position. Therefore, the movement of the second virtual object in the lobby interface is regular, making the picture displayed in the lobby interface simpler, which is conducive to improving the player's visual experience.
[0195] The second movement mode: the terminal displays the second virtual object moving randomly in the lobby interface; when the distance between the second virtual object and the first virtual object is less than a preset distance, the second virtual object is displayed to perform an interactive action; after the second virtual object completes the interactive action, the second virtual object is displayed to continue to move randomly in the lobby interface.
[0196] The second virtual object moves randomly after entering the lobby interface. When the second virtual object moves in front of the first virtual object, the second virtual object automatically performs an interactive action, thereby increasing the randomness of the interaction between the second virtual object and the first virtual object.
[0197] In an embodiment of the present application, when the second virtual object moves randomly in the lobby interface, when it moves to a position close to the first virtual object, it automatically performs an interactive action with the first virtual object. After completing the interactive action, it continues to move randomly in the lobby interface. Therefore, the movement of the second virtual object in the lobby interface is random, which makes the movement process of the second virtual object more natural, improves the authenticity of the second virtual object, and is conducive to improving the player's visual experience.
[0198] In one possible implementation, while the second virtual object is moving in the lobby interface, its interaction with the first virtual object needs to meet either of the following two interaction conditions.
[0199] The first interaction condition: when the second virtual object moves in the lobby interface, the terminal displays the second virtual object performing an interactive action according to the interaction probability. The interaction probability refers to the probability of the second virtual object performing an interactive action.
[0200] The interaction probability is a value greater than 0 and less than 1, and can be flexibly adjusted based on actual circumstances. After entering the lobby interface, the second virtual object has a certain probability of interacting with the first virtual object, and a certain probability of not interacting with the first virtual object. In other words, whether the second virtual object interacts with the first virtual object is random.
[0201] In the embodiment of the present application, the second virtual object performs an interactive action with the first virtual object according to a certain probability. Therefore, the second virtual object may interact with the first virtual object, or may not interact with the first virtual object, making the interaction between the second virtual object and the first virtual object random. On the one hand, it can avoid the displayed screen being too complicated due to each interaction, and on the other hand, it increases the sense of surprise when the second virtual object interacts.
[0202] The second interaction condition: when the second virtual object moves in the lobby interface and the second account is associated with the first account, the terminal displays the second virtual object performing an interactive action with the first virtual object.
[0203] After a second virtual object enters the lobby interface, if the second account to which the second virtual object belongs is associated with the first account to which the first virtual object belongs, the second virtual object automatically interacts with the first virtual object. If the second account to which the second virtual object belongs is not associated with the first account to which the first virtual object belongs, the second virtual object does not interact with the first virtual object.
[0204] Among them, the association relationship between the second account and the first account means that: the second account and the first account are friends with each other; or, the second account is an account that follows the first account; or, the first account is an account that follows the second account; or, the second account and the first account have participated in the same game match, etc. The association relationship in this embodiment of the application is not limited.
[0205] In the embodiment of the present application, only when the second account is associated with the first account will the second virtual object of the second account interact with the first virtual object of the first account. Therefore, when the player sees the second virtual object interacting with the first virtual object, he or she will know that the account to which the second virtual object that has entered the lobby interface belongs is associated with the player. This also reminds the player that the account associated with the player has entered the leaderboard, thereby increasing the amount of information proactively displayed to the player and eliminating the need for the player to explore this information on their own, which is conducive to improving the efficiency of human-computer interaction. It also helps to enhance the sense of interaction between players with a related relationship, thereby improving the player's gaming experience.
[0206] In one possible implementation, the lobby interface includes virtual objects of at least two accounts in the target leaderboard, the at least two accounts include a third account, and the lobby interface includes a third virtual object of the third account, where the third account is any of the at least two accounts. The second virtual object of the second account and the third virtual object of the third account can also interact. Specifically, as the second virtual object moves in the lobby interface, if the second account and the third account are associated, the second virtual object is displayed performing an interactive action with the third virtual object.
[0207] That is, the lobby interface can simultaneously access virtual objects from multiple accounts in the target leaderboard. For example, the lobby interface includes the second virtual object of the second account and the third virtual object of the third account in the target leaderboard. If the second account and the third account are associated, the second virtual object and the third virtual object can automatically interact with each other. In this case, if the second account and the third account are associated, the second virtual object can actively interact with the third virtual object, the third virtual object can actively interact with the second virtual object, or the second and third virtual objects can interact with each other simultaneously.
[0208] The association relationship between the second account and the third account is the same as the association relationship between the second account and the first account, and will not be repeated here.
[0209] In the embodiment of the present application, when the lobby interface includes multiple virtual objects of listed accounts, two virtual objects of listed accounts with a related relationship can also interact with each other. Therefore, when a player sees two virtual objects interacting in their lobby interface, they can know that the accounts to which these two virtual objects belong are related. This allows the player to quickly learn the relationship between the listed accounts, increases the amount of information proactively displayed to the player, and eliminates the need for the player to explore this information on their own, which is conducive to improving the efficiency of human-computer interaction. In addition, it also increases the fun of the screen displayed in the player's lobby interface, thereby improving the player's gaming experience.
[0210] 1504. In response to the first trigger operation on the second virtual object, the terminal displays a detail card of the second account, where the detail card includes at least one of attribute information of the second account, a homepage viewing option, a chat option, or a friend adding option.
[0211] After the second virtual object enters the lobby interface, the player can also perform a first trigger operation on the second virtual object to view the details card of the second account to which the second virtual object belongs. Optionally, the first trigger operation can be a click operation on the second virtual object.
[0212] The attribute information of the second account includes the nickname of the second account, the unique identifier of the second account, the profile picture of the second account, the login status of the second account (offline or online), the game level of the second account, the team status of the second account (whether to join a team and which team to join), etc. The homepage view option is used to trigger the display of the homepage of the second account, the chat option is used to trigger the display of the chat interface with the second account, and the friend add option is used to trigger the initiation of a friend add request to the second account. Optionally, if the second account and the first account are friends, the friend add option will not be displayed on the details card.
[0213] Figure 18 This is a schematic diagram of a detail card provided in an embodiment of the present application, such as Figure 18 As shown, after the player clicks on the second virtual object, a details card 1801 is displayed on the lobby interface. This details card includes the nickname of the second account, the unique identifier (ID) of the second account, the avatar of the second account, the login status of the second account, the game level of the second account, and the team status of the second account. This details card 1801 also includes a homepage view option 1811, a chat option 1821, and a friend add option 1831.
[0214] In one possible implementation, the terminal displays a home page interface of the second account in response to a triggering operation on a home page viewing option in the details card, where the home page interface of the second account includes more detailed information related to the second account.
[0215] In one possible implementation, the terminal displays a chat interface between the first account and the second account in response to a triggering operation on a chat option in a detail card.
[0216] In one possible implementation, the terminal sends a friend adding request to the second account based on the first account in response to a triggering operation on a friend adding option in the detail card.
[0217] In an embodiment of the present application, a player can trigger a second virtual object to view the details card of the account to which the second virtual object belongs. In the details card, the player can view the attribute information of the account, the homepage of the account, chat with the account, and add the account as a friend, etc., providing a way to quickly understand the listed accounts and quickly interact with the listed accounts, which is conducive to communication and learning between players and significantly improves the efficiency of human-computer interaction.
[0218] 1505. In response to the second trigger operation on the second virtual object, the terminal displays the second virtual object performing an action corresponding to the second trigger operation.
[0219] After the second virtual object enters the lobby interface, the player may further perform a second trigger operation on the second virtual object to cause the second virtual object to perform an action corresponding to the second trigger operation.
[0220] For example, the second trigger operation is a click operation on the second virtual object. In response to the click operation on the second virtual object, the terminal displays the second virtual object performing an action such as greeting, dancing, or making a heart shape. For another example, the second trigger operation is a drag operation on the second virtual object. In response to the drag operation on the second virtual object, the terminal displays the second virtual object moving in the drag direction of the drag operation. This embodiment of the application does not limit this second trigger operation and the action corresponding to the second trigger operation.
[0221] In the embodiment of the present application, the player can trigger the second virtual object to make the second virtual object perform corresponding actions, providing a way for the player to actively interact with the second virtual object, improving the sense of interaction between the player and the second virtual object, enhancing the fun of the second virtual object, and helping to improve the player's gaming experience.
[0222] It should be noted that the first trigger operation in step 1504 and the second trigger operation in step 1505 are different trigger operations. For example, the first trigger operation is a click operation, and the second trigger operation is a drag operation. Alternatively, the first trigger operation is a click operation on the head of the second virtual object, and the second trigger operation is a click operation on the abdomen of the second virtual object, etc. This embodiment of the application is not limited to this.
[0223] It should be noted that the embodiment of the present application only takes the execution of the above step 1505 as an example for description. In another embodiment, the above step 1505 may not be executed.
[0224] 1506. The terminal displays a thumbnail list of the target ranking list in the lobby interface, where the thumbnail list includes the second largest number of accounts in the target ranking list.
[0225] Considering that players are usually more interested in accounts that rank higher in the target ranking list, the terminal also displays an abbreviated list of the target ranking list in the lobby interface. The abbreviated list only includes the second largest number of accounts in the target ranking list, for example, the second largest number is the top 3 or top 5.
[0226] In the embodiment of the present application, the lobby interface also displays a thumbnail list of the target leaderboard. By viewing the thumbnail list, players can quickly understand which accounts are ranked at the top of the target leaderboard. On the one hand, this increases the amount of information displayed in the lobby interface, and by only displaying a portion of the accounts, it prevents other content in the lobby interface from being obscured. On the other hand, players are generally more interested in the top-ranked accounts. By displaying the thumbnail list, players do not need to manually click to enter the full list to view the top-ranked accounts, which improves the efficiency of human-computer interaction.
[0227] In one possible implementation, the thumbnail list is displayed in a sliding window, which includes all accounts in the target ranking list. The sliding window also displays a second number of accounts, and the top of the sliding window displays the second number of accounts in front. By performing a sliding operation in the sliding window, all accounts in the target ranking list can be viewed in turn.
[0228] It should be noted that the embodiment of the present application only takes the execution of the above step 1506 as an example for description. In another embodiment, the above step 1506 may not be executed.
[0229] The method provided in the embodiment of the present application displays the first virtual object of the first account in the lobby interface. In addition, the second virtual object of the second account in the target ranking list and the ranking information of the second account are also displayed in the lobby interface, and the second virtual object can be moved in the lobby interface. Therefore, the player can see the second account in the ranking list without having to manually click to enter the ranking list, which realizes the active display of the accounts in the ranking list to the player, greatly improving the efficiency of human-computer interaction. Moreover, the player can not only see the ranking information of the second account, but also intuitively see the virtual object of the second account appear in his own lobby interface. Not only does the player not need to manually operate to view the virtual object of the second account, but it also enhances the player's sense of interaction with the players in the ranking list. Therefore, the solution of the embodiment of the present application improves the convenience and fun of the ranking list display method, which is conducive to improving the player's gaming experience.
[0230] In some embodiments, the second virtual object enters and leaves the lobby interface along the target path in the lobby interface. The detailed process can be found in the following Figure 19 Example of . Figure 19 This is a flowchart of another display method based on a ranking list provided in an embodiment of the present application. The embodiment of the present application is executed by a computer device, for example, by a terminal. Figure 19 , the method comprising:
[0231] 1901. The terminal displays a first virtual object of a first account on a lobby interface.
[0232] The process of step 1901 is the same as that of the above-mentioned steps 1401 and 1501, and will not be repeated here.
[0233] 1902. The terminal displays a second virtual object of the second account in the target ranking list entering the lobby interface. The ranking information of the second account in the target ranking list is also displayed next to the second virtual object. The second account is any account in the target ranking list.
[0234] The process of step 1902 is the same as that of the above-mentioned steps 1402 and 1502, and will not be repeated here.
[0235] 1903. The terminal displays the second virtual object moving along the target path in the lobby interface.
[0236] After the second virtual object enters the lobby interface, it moves along a target path in the lobby interface. The starting point of the target path in the lobby interface is the location where the second virtual object enters the lobby interface. Optionally, the starting point of the target path in the lobby interface is located at an edge of the lobby interface, such as the left edge of the lobby interface or the bottom edge of the lobby interface.
[0237] In one possible implementation, the process of step 1903 is the same as the process of step 1503 above, and will not be repeated here.
[0238] 1904. When the second virtual object moves to the end point of the target path in the lobby interface, the terminal displays that the second virtual object leaves the lobby interface.
[0239] The second virtual object moves along the target path in the lobby interface. When it reaches the end point of the target path in the lobby interface, the second virtual object is displayed as leaving the lobby interface. The starting point of the target path in the lobby interface is the location where the second virtual object leaves the lobby interface. Optionally, the end point of the target path in the lobby interface is located on an edge of the lobby interface, such as on the right edge of the lobby interface or on the upper edge of the lobby interface.
[0240] According to the method provided in the embodiment of the present application, after the second virtual object enters the lobby interface, it moves along the target path until it moves out of the lobby interface, presenting the effect of the second virtual object passing through the lobby interface. On the one hand, it can quickly attract the player's attention, and on the other hand, the player does not need to manually move the second virtual object out of the lobby interface, avoiding additional operational troubles for the player, improving the efficiency of human-computer interaction, and improving the display effect of the virtual object.
[0241] In some embodiments, in step 1902, the terminal displays a plurality of virtual objects entering a lobby interface. After entering the lobby interface, any virtual object moves along a target path and leaves the lobby interface when it reaches its destination. The plurality of virtual objects includes preset virtual objects that do not belong to any account and virtual objects of accounts in the target leaderboard. The virtual objects of accounts in the target leaderboard include the second virtual object.
[0242] Among them, the preset virtual object can be understood as an NPC (Non-Player Character). That is, in the lobby interface, not only the virtual objects of the account in the target ranking list will be entered, but also the NPCs, and the virtual objects of the account in the target ranking list will be mixed with the NPCs. Since the virtual objects of the account in the target ranking list are displayed with the account ranking information, and no other information is displayed around the preset virtual objects, players can distinguish between the preset virtual objects and the virtual objects of the account in the target ranking list. Figure 16 As shown, the lobby interface displays a first virtual object 1601 of a currently logged-in first account, a second virtual object 1602 of a second account in the target ranking list, and multiple preset virtual objects 1604.
[0243] In one possible implementation, multiple virtual objects enter the lobby interface sequentially in a ranking order, with a first number of pre-set virtual objects between any two virtual objects of accounts in the target leaderboard. A maximum of a third number of virtual objects is displayed in the lobby interface. When a virtual object leaves the lobby interface, the next virtual object enters the lobby interface, thereby creating the effect of multiple virtual objects queuing and passing through the lobby interface in sequence.
[0244] In an embodiment of the present application, the player's lobby interface displays multiple virtual objects, including virtual objects of accounts in the target ranking list, and also includes preset virtual objects that do not belong to any account, which enriches the display content of the lobby interface and improves the fun of the lobby interface.
[0245] The embodiment of the present application provides a solution for actively displaying virtual objects of accounts in the leaderboard to players. This is a supplementary display method in addition to directly displaying the leaderboard. The implementation process of this solution can be found in the following Figure 20 and Figure 21 .
[0246] Figure 20 This is a flowchart of another display method based on rankings provided in an embodiment of the present application. Figure 20 As shown, the method includes the following steps:
[0247] 2001. The player starts the game client in the terminal;
[0248] 2002. After the game client is started, the lobby interface is displayed by default, and the lobby interface displays default information, which includes a queue of virtual objects queuing to enter the lobby interface;
[0249] 2003. When the next virtual object to enter the lobby interface is the virtual object of the account in the leaderboard, the virtual object of the account in the leaderboard is displayed to enter the lobby interface.
[0250] 2004. The virtual objects of the accounts in the ranking list have a certain probability of interacting with the virtual objects of the currently logged-in account.
[0251] 2005. The virtual object of the account in the ranking list continues to move in the lobby interface until it leaves the lobby interface, and then returns to the above step 2003.
[0252] Figure 21 This is a flowchart of another display method based on rankings provided in an embodiment of the present application. Figure 21 As shown, the method involves interaction between the player, the game client (presentation layer), and the game server (logic layer). The player starts the game client, which transmits an animation start signal to the game server. The game server returns the account information of the target leaderboard to the game client. The account information includes the nickname, ranking, virtual object, etc. of the account in the target leaderboard. The game client displays the virtual object of the account in the leaderboard and enters the lobby interface. The player clicks on the virtual object of the account in the leaderboard, and the game client displays the account details card to the player. The player performs an operation in the details card, and the game client transmits an operation signal to the game server. The game server returns an operation feedback notification to the game client. After receiving the operation feedback notification, the game client displays the operation feedback result to the player.
[0253] Traditionally, leaderboards in electronic games are limited to list or table presentations, allowing users to view only the players and their rankings. They lack intuitive display of personalized information, such as the players' virtual objects. Furthermore, players must actively click to access the leaderboards, with no automatic push notifications of relevant information to players, hindering their timely access to leaderboard information. Furthermore, leaderboards are statically displayed in list or table format, preventing players from interacting or communicating with the players on the list, resulting in a lack of interactivity.
[0254] The display method based on the ranking list provided in the embodiment of the present application can randomly display the virtual objects of real players in the ranking list in the player's lobby interface. Players can intuitively see the virtual objects, rankings and nicknames of the players on the ranking list, making the display method of the ranking list more rich and interesting. In addition, since the relevant information of the players on the ranking list is actively pushed to the players, the players can obtain their ranking information in a timely manner, which increases the real-time and convenience of the information, helps to stimulate the players' competitive motivation, and encourages players to actively participate in the game. In addition, players can interact with the virtual objects of the players on the ranking list, view the detailed information of the players on the ranking list, chat with the players on the ranking list, send friend add requests to the players on the ranking list, etc., so that players can interact, communicate and learn with the players on the ranking list, promote interaction and social interaction between players, and help enhance the fun of the game and the players' sense of participation.
[0255] Figure 22 This is a schematic diagram of the structure of a display device based on a ranking list provided by an embodiment of the present application. Figure 22 , the device comprises:
[0256] An interface display module 2201 is configured to display a first virtual object of a first account on a lobby interface;
[0257] A virtual object control module 2202 is configured to display a second virtual object of a second account in the target ranking list entering the lobby interface, with the second virtual object also displaying the second account's ranking information in the target ranking list. The second account can be any account in the target ranking list.
[0258] The virtual object control module 2202 is further configured to display the movement of the second virtual object in the lobby interface.
[0259] The display device based on the ranking list provided in the embodiment of the present application displays the first virtual object of the first account in the lobby interface. In addition, the second virtual object of the second account in the target ranking list and the ranking information of the second account are also displayed in the lobby interface, and the second virtual object can be moved in the lobby interface. Therefore, the player can see the second account in the ranking list without having to manually click to enter the ranking list, which realizes the active display of the accounts in the ranking list to the player, greatly improving the efficiency of human-computer interaction. Moreover, the player can not only see the ranking information of the second account, but also intuitively see the virtual object of the second account appear in his own lobby interface. Not only does the player not need to manually operate to view the virtual object of the second account, but it also enhances the player's sense of interaction with the players in the ranking list. Therefore, the solution of the embodiment of the present application improves the convenience and fun of the ranking list display method, which is conducive to improving the player's gaming experience.
[0260] Optionally, the virtual object control module 2202 is configured to:
[0261] Displaying the second virtual object moving along the target path in the lobby interface;
[0262] When the second virtual object moves to the end point of the target path in the lobby interface, the second virtual object is displayed to leave the lobby interface.
[0263] Optionally, the virtual object control module 2202 is configured to:
[0264] Display multiple virtual objects entering the lobby interface. After any virtual object enters the lobby interface, it moves along the target path and leaves the lobby interface when it reaches the end point.
[0265] The multiple virtual objects include preset virtual objects that do not belong to any account and virtual objects of accounts in the target ranking list, and the virtual objects of accounts in the target ranking list include the second virtual object.
[0266] Optionally, the virtual object control module 2202 is configured to:
[0267] During the movement of the second virtual object in the lobby interface, the second virtual object is displayed to perform an interactive action with the first virtual object.
[0268] Optionally, the virtual object control module 2202 is configured to:
[0269] displaying a second virtual object moving along a target path in the lobby interface;
[0270] When the second virtual object moves to the target position in the target path, displaying the second virtual object to perform an interactive action;
[0271] After the second virtual object completes the interactive action, the second virtual object is displayed to continue moving along the target path from the target position.
[0272] Optionally, the virtual object control module 2202 is configured to:
[0273] Display the second virtual object moving randomly in the lobby interface;
[0274] When the distance between the second virtual object and the first virtual object is less than a preset distance, displaying the second virtual object to perform an interactive action;
[0275] After the second virtual object completes the interactive action, the second virtual object is displayed to continue to move randomly in the lobby interface.
[0276] Optionally, the virtual object control module 2202 is configured to:
[0277] When the second virtual object moves in the lobby interface, the second virtual object is displayed to perform interactive actions according to the interactive probability, where the interactive probability refers to the probability of the second virtual object performing the interactive action.
[0278] Optionally, the virtual object control module 2202 is configured to:
[0279] During the movement of the second virtual object in the lobby interface, if the second account is associated with the first account, the second virtual object is displayed to perform an interactive action with the first virtual object.
[0280] Optionally, the lobby interface includes virtual objects of at least two accounts in the target ranking list, the at least two accounts include a third account, the lobby interface includes a third virtual object of the third account, and the third account is any account in the at least two accounts; the virtual object control module 2202 is further configured to:
[0281] During the movement of the second virtual object in the lobby interface, when the second account and the third account are associated with each other, the second virtual object is displayed to perform an interactive action with the third virtual object.
[0282] Alternatively, see Figure 23 , the device further comprises:
[0283] The details card display module 2203 is used to display the details card of the second account in response to the first trigger operation on the second virtual object. The details card includes at least one of the attribute information of the second account, the homepage viewing option, the chat option or the friend adding option.
[0284] Optionally, the second account is an account selected from multiple candidate accounts, the multiple candidate accounts are accounts in the target ranking list, and the virtual objects of the multiple candidate accounts have not entered the lobby interface within a preset time period before the current time point.
[0285] Optionally, the second account is an account selected from multiple candidate accounts according to the display probability of each candidate account. The display probability of a candidate account refers to the probability of the candidate account being selected to enter the lobby interface. The display probability of the candidate account is negatively correlated with the ranking of the candidate account in the target ranking list.
[0286] Optionally, the target ranking list is any one of multiple ranking lists.
[0287] Optionally, the target ranking list is a ranking list selected based on a selection operation among multiple ranking lists.
[0288] Alternatively, see Figure 23 , the device further comprises:
[0289] The thumbnail list display module 2204 is used to display the thumbnail list of the target ranking list in the lobby interface. The thumbnail list includes the second largest number of accounts in the front of the target ranking list.
[0290] Optionally, the virtual object control module 2202 is further configured to:
[0291] In response to a second triggering operation on the second virtual object, the second virtual object is displayed to perform an action corresponding to the second triggering operation.
[0292] It should be noted that the ranking-based display device provided in the above embodiment is merely an example of the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the ranking-based display device provided in the above embodiment and the ranking-based display method embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0293] An embodiment of the present application further provides a computer device, which includes a processor and a memory, wherein the memory stores at least one computer program, which is loaded and executed by the processor to implement the operations performed in the ranking-based display method of the above embodiment.
[0294] Optionally, the computer device is provided as a terminal. Figure 24 FIG2 shows a schematic diagram of the structure of a terminal 2400 provided by an exemplary embodiment of the present application. The terminal 2400 includes: a processor 2401 and a memory 2402 .
[0295] The processor 2401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2401 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 2401 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 2401 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 2401 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0296] The memory 2402 may include one or more computer-readable storage media, which may be non-transitory. The memory 2402 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 2402 is used to store at least one computer program, which is used to be used by the processor 2401 to implement the display method based on the ranking list provided in the method embodiment of the present application.
[0297] In some embodiments, terminal 2400 may optionally include a peripheral device interface 2403 and at least one peripheral device. Processor 2401, memory 2402, and peripheral device interface 2403 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 2403 via a bus, signal lines, or circuit boards. Optionally, the peripheral device includes at least one of a radio frequency circuit 2404, a display screen 2405, a camera assembly 2406, an audio circuit 2407, and a power supply 2408.
[0298] The peripheral device interface 2403 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 2401 and the memory 2402. In some embodiments, the processor 2401, the memory 2402, and the peripheral device interface 2403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2401, the memory 2402, and the peripheral device interface 2403 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0299] The radio frequency circuit 2404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2404 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 2404 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 2404 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, etc. The radio frequency circuit 2404 can communicate with other devices via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, metropolitan area networks, 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 radio frequency circuit 2404 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0300] The display screen 2405 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 2405 is a touch screen display, the display screen 2405 also has the ability to collect touch signals on the surface or above the surface of the display screen 2405. The touch signal can be input as a control signal to the processor 2401 for processing. At this time, the display screen 2405 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 2405, which is set on the front panel of the terminal 2400; in other embodiments, there can be at least two display screens 2405, which are respectively set on different surfaces of the terminal 2400 or in a folding design; in other embodiments, the display screen 2405 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal 2400. Even more, the display screen 2405 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 2405 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0301] The camera assembly 2406 is used to capture images or videos. Optionally, the camera assembly 2406 includes a front camera and a rear camera. The front camera is arranged on the front panel of the terminal 2400, and the rear camera is arranged on the back of the terminal 2400. 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 2406 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0302] The audio circuit 2407 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 2401 for processing, or input into the radio frequency circuit 2404 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 2400. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 2401 or the radio frequency circuit 2404 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 ranging. In some embodiments, the audio circuit 2407 may also include a headphone jack.
[0303] Power supply 2408 is used to power various components in terminal 2400. Power supply 2408 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 2408 includes a rechargeable battery, the rechargeable battery can support wired charging or wireless charging. The rechargeable battery can also be used to support fast charging technology.
[0304] In some embodiments, the terminal 2400 further includes one or more sensors 2409 , including but not limited to: an acceleration sensor 2410 , a gyroscope sensor 2411 , a pressure sensor 2412 , an optical sensor 2413 , and a proximity sensor 2414 .
[0305] The accelerometer 2410 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal 2400. For example, the accelerometer 2410 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 2401 can control the display screen 2405 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 2410. The accelerometer 2410 can also be used to collect game or user motion data.
[0306] The gyroscope sensor 2411 can detect the orientation and rotation angle of the terminal 2400. It can also work with the accelerometer 2410 to collect the user's 3D movements on the terminal 2400. Based on the data collected by the gyroscope sensor 2411, the processor 2401 can implement the following functions: motion sensing (for example, changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0307] The pressure sensor 2412 can be provided on the side frame of the terminal 2400 and / or below the display screen 2405. When the pressure sensor 2412 is provided on the side frame of the terminal 2400, it can detect the user's gripping signal of the terminal 2400. The processor 2401 then performs left-hand or right-hand identification or shortcut operations based on the gripping signal collected by the pressure sensor 2412. When the pressure sensor 2412 is provided below the display screen 2405, the processor 2401 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 2405. Operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0308] Optical sensor 2413 is used to detect ambient light intensity. In one embodiment, processor 2401 can control the display brightness of display screen 2405 based on the ambient light intensity detected by optical sensor 2413. Optionally, when the ambient light intensity is high, the display brightness of display screen 2405 is increased; when the ambient light intensity is low, the display brightness of display screen 2405 is decreased. In another embodiment, processor 2401 can also dynamically adjust the shooting parameters of camera assembly 2406 based on the ambient light intensity detected by optical sensor 2413.
[0309] Proximity sensor 2414, also known as a distance sensor, is provided on the front panel of terminal 2400. Proximity sensor 2414 is used to detect the distance between the user and the front of terminal 2400. In one embodiment, when proximity sensor 2414 detects that the distance between the user and the front of terminal 2400 is gradually decreasing, processor 2401 controls display screen 2405 to switch from the screen-on state to the screen-off state. When proximity sensor 2414 detects that the distance between the user and the front of terminal 2400 is gradually increasing, processor 2401 controls display screen 2405 to switch from the screen-off state to the screen-on state.
[0310] Those skilled in the art will understand that Figure 24 The structure shown in the figure does not constitute a limitation on the terminal 2400, and the terminal 2400 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0311] An embodiment of the present application further provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the operations performed by the ranking-based display method of the above embodiment.
[0312] An embodiment of the present application further provides a computer program product, including a computer program, which is loaded and executed by a processor to implement the operations performed by the ranking list-based display method of the above embodiment.
[0313] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
[0314] The above description is only an optional embodiment of the embodiment of the present application and is not intended to limit the embodiment of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the embodiment of the present application should be included in the scope of protection of the present application.
Claims
1. A display method based on a ranking list, characterized in that: The method comprises: Display the first virtual object of the first account in the lobby interface; A second virtual object of a second account in the target ranking list is displayed entering the lobby interface, and the ranking information of the second account in the target ranking list is also displayed next to the second virtual object, where the second account is any account in the target ranking list; The second virtual object is displayed moving in the lobby interface.
2. The method according to claim 1, characterized in that The displaying the second virtual object moving in the lobby interface includes: Displaying the second virtual object moving along the target path in the lobby interface; When the second virtual object moves to the end point of the target path in the lobby interface, the second virtual object is displayed to leave the lobby interface.
3. The method according to claim 2, characterized in that The second virtual object of the second account in the display target ranking list enters the lobby interface, including: Displaying multiple virtual objects entering the lobby interface, wherein any virtual object moves along the target path after entering the lobby interface and leaves the lobby interface when reaching the destination; The multiple virtual objects include preset virtual objects that do not belong to any account and virtual objects of accounts in the target ranking list, and the virtual objects of accounts in the target ranking list include the second virtual object.
4. The method according to claim 1, wherein The displaying the second virtual object moving in the lobby interface includes: During the movement of the second virtual object in the lobby interface, the second virtual object is displayed to perform an interactive action with the first virtual object.
5. The method according to claim 4, characterized in that The step of displaying, during the process of the second virtual object moving in the lobby interface, an interactive action of the second virtual object interacting with the first virtual object includes: displaying the second virtual object moving along a target path in the lobby interface; When the second virtual object moves to the target position in the target path, displaying the second virtual object performing the interactive action; After the second virtual object completes the interactive action, the second virtual object is displayed to continue moving along the target path from the target position.
6. The method according to claim 4, characterized in that The step of displaying, during the process of the second virtual object moving in the lobby interface, an interactive action of the second virtual object interacting with the first virtual object includes: displaying the second virtual object to move randomly in the lobby interface; When the distance between the second virtual object and the first virtual object is less than a preset distance, displaying the second virtual object to perform the interactive action; After the second virtual object completes the interactive action, the second virtual object is displayed to continue to move randomly in the lobby interface.
7. The method according to claim 4, characterized in that The step of displaying, during the process of the second virtual object moving in the lobby interface, an interactive action of the second virtual object interacting with the first virtual object includes: During the movement of the second virtual object in the lobby interface, the second virtual object is displayed to perform the interactive action according to the interactive probability, where the interactive probability refers to the probability of the second virtual object performing the interactive action.
8. The method according to claim 4, characterized in that The step of displaying, during the process of the second virtual object moving in the lobby interface, an interactive action of the second virtual object interacting with the first virtual object includes: During the movement of the second virtual object in the lobby interface, if the second account is associated with the first account, the second virtual object is displayed to perform an interactive action with the first virtual object.
9. The method according to claim 4, characterized in that The lobby interface includes virtual objects of at least two accounts in the target ranking list, the at least two accounts include a third account, the lobby interface includes a third virtual object of the third account, and the third account is any account in the at least two accounts; the method further includes: During the movement of the second virtual object in the lobby interface, if the second account is associated with the third account, the second virtual object is displayed to perform an interactive action with the third virtual object.
10. The method according to any one of claims 1 to 9, characterized in that The method further comprises: In response to a first trigger operation on the second virtual object, a details card of the second account is displayed, the details card including at least one of attribute information of the second account, a homepage viewing option, a chat option, or a friend adding option.
11. The method according to any one of claims 1 to 9, characterized in that The second account is an account selected from a plurality of candidate accounts, the plurality of candidate accounts are accounts in the target ranking list, and the virtual objects of the plurality of candidate accounts have not entered the lobby interface within a preset time period before a current time point.
12. The method according to claim 11, characterized in that The second account is an account selected from the multiple candidate accounts according to the display probability of each candidate account. The display probability of the candidate account refers to the probability of the candidate account being selected to enter the lobby interface. The display probability of the candidate account is negatively correlated with the ranking of the candidate account in the target ranking list.
13. The method according to any one of claims 1 to 9, characterized in that The target ranking list is any one of multiple ranking lists.
14. The method according to claim 13, wherein: The target ranking list is a ranking list selected based on a selection operation among the multiple ranking lists.
15. The method according to any one of claims 1 to 9, characterized in that The method further comprises: A thumbnail list of the target ranking list is displayed on the lobby interface, wherein the thumbnail list includes the second largest number of accounts in the target ranking list.
16. The method according to any one of claims 1 to 9, characterized in that The method further comprises: In response to a second triggering operation on the second virtual object, the second virtual object is displayed to perform an action corresponding to the second triggering operation.
17. A display device based on a ranking list, characterized in that: The device comprises: An interface display module, configured to display a first virtual object of a first account on a lobby interface; A virtual object control module, configured to display a second virtual object of a second account in the target ranking list entering the lobby interface, with the second virtual object also displaying the ranking information of the second account in the target ranking list, where the second account is any account in the target ranking list; The virtual object control module is further configured to display the second virtual object moving in the lobby interface.
18. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the ranking-based display method according to 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 computer program, which is loaded and executed by a processor to implement the operations performed by the ranking-based display method according to any one of claims 1 to 16.
20. A computer program product comprising a computer program, characterized in that The computer program is loaded and executed by a processor to implement the operations performed by the ranking-based display method according to any one of claims 1 to 16.