Virtual scene operation method and device, equipment, storage medium and program product

By increasing the upper limit of the number of virtual chess pieces in the virtual scene, the problem of unreasonable number of virtual chess pieces is solved, and the battle strategy and interaction effect are improved.

CN120459644APending Publication Date: 2025-08-12TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410178017.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-02-08
Publication Date
2025-08-12

AI Technical Summary

Technical Problem

In virtual scenes, it is difficult for users to reasonably arrange the number of virtual chess pieces, resulting in a deviation in strategy implementation and affecting the combat effectiveness.

Method used

A virtual scene operation method is provided. By displaying redemption controls, the upper limit of the number of virtual chess pieces of a virtual object is increased in response to user operations. The condition is that the virtual resources reach a certain number, and the number of virtual chess pieces is expanded through the redemption interface.

Benefits of technology

Users can play more virtual chess pieces during the battle, expanding strategy selection and improving the interaction between users and virtual scenes.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a virtual scene operation method and device, equipment, a storage medium and a program product, and belongs to the technical field of virtual world. The method comprises the following steps: displaying a scene interface of a virtual scene, wherein the virtual scene comprises a virtual field; the virtual field is used for at least two virtual objects to fight through virtual chess pieces; displaying an exchange control in the virtual scene interface; in response to the received trigger operation on the exchange control and the quantity of virtual resources owned by a first virtual object meeting a first condition, increasing the upper limit of the quantity of the virtual chess pieces owned by the first virtual object in the virtual field; the first virtual object is one of at least two virtual objects.
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Description

Technical Field

[0001] The present application relates to the field of virtual world technology, and in particular to a method, apparatus, device, storage medium, and program product for operating a virtual scene. Background Art

[0002] In an application program including a virtual scene, a virtual object is usually provided. The virtual object has a corresponding number of virtual cards, and the virtual object can play the virtual cards to complete a target task.

[0003] In related technologies, a virtual object can play a specified number of virtual cards in a virtual scene. Some of the played virtual cards will be displayed as corresponding virtual chess pieces on the virtual field. The virtual chess pieces can be used to fight against the enemy to defeat the opponent and win.

[0004] However, in the above solution, users need to ensure the number of virtual chess pieces played in each battle. For some users, lack of understanding of the operation will lead to an inability to reasonably arrange the number of virtual chess pieces played, resulting in deviations in the implementation of the strategy and ultimately leading to the failure of the virtual battle, thereby affecting the interaction between the user and the virtual scene. Summary of the Invention

[0005] This application provides a method, apparatus, device, storage medium, and program product for operating a virtual scene. The technical solution is as follows:

[0006] According to one aspect of the present application, a method for operating a virtual scene is provided, the method comprising:

[0007] A scene interface for displaying a virtual scene, wherein the virtual scene includes a virtual field; the virtual field is used for at least two virtual objects to play against each other using virtual chess pieces;

[0008] Displaying a redemption control in the virtual scene interface;

[0009] In response to receiving a trigger operation on the redemption control and the number of virtual resources owned by the first virtual object meets the first condition, the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field is increased; the first virtual object is one of the at least two virtual objects.

[0010] According to another aspect of the present application, a device for operating a virtual scene is provided, the device comprising:

[0011] A scene interface display module, configured to display a scene interface of a virtual scene, wherein the virtual scene includes a virtual field; the virtual field is used for at least two virtual objects to play against each other using virtual chess pieces;

[0012] An exchange control display module, configured to display an exchange control in the virtual scene interface;

[0013] A quantity upper limit increasing module is used to increase the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field in response to receiving a trigger operation on the redemption control and the number of virtual resources owned by the first virtual object meets a first condition; the first virtual object is one of the at least two virtual objects.

[0014] In some embodiments, the virtual scene interface includes a target control, and the redemption control display module is used to display a redemption interface in the virtual scene interface in response to receiving a trigger operation on the target control; the redemption interface includes a redemption entry control; in response to receiving a trigger operation on the redemption entry control, a redemption sub-interface is displayed in the virtual scene interface; the redemption sub-interface includes the redemption control.

[0015] In some embodiments, the redemption interface further includes an upgrade control; the redemption control display module further includes:

[0016] a level upgrading module, configured to upgrade the level of the first virtual object in response to receiving a triggering operation on the upgrade control;

[0017] A control activation module is used to activate the redemption entry control when the level of the first virtual object reaches a first specified level.

[0018] In some embodiments, the redemption entry control displays the number of redemptions possible; the redemption control display module is configured to, in response to receiving a triggering operation on the redemption control and the number of virtual resources owned by the first virtual object meeting a redemption condition, increase the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field;

[0019] Used to respond to receiving a trigger operation on the exchange control, the number of virtual resources owned by the first virtual object meets the exchange conditions, and the number of exchangeable times is not 0, and increase the number of virtual chess pieces owned by the first virtual object in the virtual field by 1.

[0020] The exchange control display module also includes an exchange times reduction module for reducing the exchange times displayed on the exchange entry control by 1.

[0021] In some embodiments, the redemption entry control displays the quantity of resources corresponding to the first condition.

[0022] In some embodiments, the first virtual object corresponds to a virtual card, and the exchange control display module further includes:

[0023] The first exchange number increasing module is used to increase the exchange number by 1 in response to the number of virtual cards corresponding to the first virtual object played in this battle reaching a first specified value; the current battle includes one or more battle rounds.

[0024] In some embodiments, the first exchange count increasing module is configured to increase the exchange count by 1 in response to the number of chess piece virtual cards corresponding to the first virtual object played in this game reaching the first specified value; the chess piece virtual cards are used to add the virtual chess pieces to the virtual field.

[0025] In some embodiments, the first virtual object corresponds to a virtual card, and the exchange control display module further includes:

[0026] The second exchange number increasing module is configured to increase the exchange number by 1 in response to playing a designated virtual card corresponding to the first virtual object.

[0027] In some embodiments, the redemption control display module further includes:

[0028] The third exchange number increasing module is configured to, in response to receiving an exchange operation for a first virtual chess piece that meets a second condition in the virtual field, remove the first virtual chess piece from the virtual field and increase the exchange number by 1.

[0029] In some embodiments, the first virtual chess piece is the virtual chess piece owned by the first virtual object, and the exchange condition may include any one or more of the following:

[0030] The level of the first virtual chess piece reaches a second specified level;

[0031] The first virtual chess piece is a virtual chess piece of a specified chess piece type;

[0032] The first virtual chess piece is equipped with a designated skill;

[0033] The first virtual chess piece is equipped with a designated virtual item.

[0034] In some embodiments, the apparatus further comprises:

[0035] The operation determination module is configured to determine that the exchange operation for the first virtual chess piece has been received in response to receiving an operation of dragging the first virtual chess piece onto the exchange entry control.

[0036] In some embodiments, the apparatus further comprises:

[0037] A mobile display module is used to move the virtual chess piece that meets the second condition in the virtual scene to an area outside the exchange interface and the exchange sub-interface in response to displaying the exchange sub-interface, and highlight the virtual chess piece that meets the second condition.

[0038] In some embodiments, the redemption control display module further includes:

[0039] The fourth exchange number increasing module increases the exchange number by 1 in response to the number of battle rounds in the current battle reaching the specified number of battle rounds.

[0040] In some embodiments, the redemption control display module is used to display the redemption control in the virtual scene interface in response to the virtual scene being in a specified stage; the specified stage is a round preparation stage or a round battle stage.

[0041] In some embodiments, the exchange control display module is configured to, in response to receiving a trigger operation on the exchange control and the number of virtual resources owned by the first virtual object meeting a first condition, increase an upper limit on the number of virtual chess pieces owned by the first virtual object in the virtual field;

[0042] Used to increase the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field by a value corresponding to the specified stage in response to receiving a trigger operation on the redemption control and the number of virtual resources owned by the first virtual object meeting a first condition.

[0043] In some embodiments, the upper limit of the number of the virtual chess pieces owned by the virtual object in the virtual scene in the virtual field has an initial value, and the initial value is an integer greater than or equal to 2.

[0044] According to another aspect of the present application, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the virtual scene operation method described above.

[0045] According to another aspect of the present application, a computer-readable storage medium is provided, in which at least one instruction, at least one program, a code set or an instruction set is stored. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the operating method of the virtual scene as described above.

[0046] According to another aspect of the present application, a computer program product is provided, which includes computer instructions stored in a computer-readable storage medium, and a processor reads and executes the computer instructions from the computer-readable storage medium to implement the above-mentioned virtual scene operation method as described above.

[0047] The beneficial effects of the technical solution provided by this application include at least:

[0048] The user can trigger the redemption control when the number of virtual resources owned by the first virtual object meets the first condition. After the redemption control is triggered, the upper limit of the virtual chess pieces owned by the first virtual object in the virtual field can be increased. The user can place more virtual chess pieces in subsequent battles with other virtual objects, which expands the solution of increasing the upper limit of the number of virtual chess pieces owned by virtual objects in the virtual field, allowing users to have more choices in battle strategies, thereby improving the interaction effect between users and virtual scenes. 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 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 structural block diagram of a computer system provided by one embodiment of the present application;

[0051] Figure 2 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;

[0052] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided by an embodiment of the present application;

[0053] Figure 4 This is a card diagram of a chess piece card provided by one embodiment of the present application;

[0054] Figure 5 This is a card diagram of an effect card provided by one embodiment of the present application;

[0055] Figure 6 This is a card diagram of an equipment card provided by an embodiment of the present application;

[0056] Figure 7 This is a card diagram of a chess player card provided by one embodiment of the present application;

[0057] Figure 8 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;

[0058] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application;

[0059] Figure 10 This is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;

[0060] Figure 11 This is a schematic diagram of the interface for playing cards in the preparation phase provided by one embodiment of the present application;

[0061] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;

[0062] Figure 13 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;

[0063] Figure 14 This is a schematic diagram of a game interface during the battle phase provided by an embodiment of the present application;

[0064] Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application;

[0065] Figure 16 This is a flowchart of a method for operating a virtual scene provided by one embodiment of the present application;

[0066] Figure 17 This is a flowchart of a method for operating a virtual scene provided by one embodiment of the present application;

[0067] Figure 18 This is a schematic diagram of an exchange interface provided by an embodiment of the present application;

[0068] Figure 19 This is a schematic diagram of the redemption sub-interface provided by an embodiment of the present application;

[0069] Figure 20 This is a schematic diagram of a level upgrade interface provided by an embodiment of the present application;

[0070] Figure 21 This is a schematic diagram of a redemption entry control provided by an embodiment of the present application;

[0071] Figure 22 This is a schematic diagram of an interface for exchanging chess pieces provided by an embodiment of the present application;

[0072] Figure 23This is an application flow chart provided by an embodiment of the present application;

[0073] Figure 24 This is a schematic diagram of an interface for selecting heroes to be deployed, provided in one embodiment of the present application;

[0074] Figure 25 This is a schematic diagram of the interface of the Auto Chess game provided by one embodiment of the present application;

[0075] Figure 26 This is a schematic diagram of the interface of the Auto Chess game provided by one embodiment of the present application;

[0076] Figure 27 This is a schematic diagram of the interface of the Auto Chess game provided by one embodiment of the present application;

[0077] Figure 28 This is a schematic diagram of the interface of the Auto Chess game provided by one embodiment of the present application;

[0078] Figure 29 This is a schematic diagram of the interface of the Auto Chess game provided by one embodiment of the present application;

[0079] Figure 30 is a block diagram of a device for operating a virtual scene provided by an exemplary embodiment of the present application;

[0080] Figure 31 It is a structural block diagram of a computer device provided by an exemplary embodiment of the present application.

[0081] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present application and, together with the description, serve to explain the principles of the present application. DETAILED DESCRIPTION

[0082] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0083] First, the nouns involved in the embodiments of this application are introduced:

[0084] Virtual scene: A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulated environment scene of the real world, a semi-simulated and semi-fictitious three-dimensional environment scene, or a purely fictitious three-dimensional environment scene. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The following embodiment is illustrated by taking the virtual scene as a three-dimensional virtual scene, but is not limited to this. Optionally, the virtual scene can also be used for virtual scene battles / competitions between at least two virtual characters. Optionally, the virtual scene can also be used for battles / competitions between at least two virtual characters using virtual props. Optionally, the virtual scene can also be used for battles between at least two virtual characters using virtual props within the target area.

[0085] Virtual scenes are typically generated by applications running on a terminal or other computer device and displayed based on the terminal's hardware (e.g., a screen). The terminal can be a mobile device such as a smartphone, tablet, or e-book reader; or it can be a personal computer such as a laptop or a stationary computer.

[0086] Virtual Object: A virtual object refers to an object that can move within a virtual scene. This object can be at least one of a virtual person, a virtual character, a virtual animal, or a virtual vehicle. Optionally, when the virtual scene is a three-dimensional scene, the virtual object is a three-dimensional model created using animation skeletal technology. Each virtual object has its own shape, volume, and orientation within the three-dimensional virtual scene, and occupies a portion of the space within the three-dimensional virtual scene.

[0087] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged layout. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game usually adopts a turn-based system. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is deemed the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optional, turn-based chess games include Auto Chess.

[0088] 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).

[0089] 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.

[0090] 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.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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.

[0095] 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.

[0096] Figure 1 The following is a block diagram of a computer system according to an exemplary embodiment of the present application: The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .

[0097] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 may be a turn-based chess game program. When the first terminal runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. This client may be a client for an Auto Chess game. First terminal 110 is used by a first user 112. During the preparation phase of a game, first user 112 uses first terminal 110 to place chess pieces in the battle area of the chessboard. During the battle phase, first terminal 110 or server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.

[0098] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a turn-based chess game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be the client of an Auto Chess game. The second terminal 130 is used by a second user 132. During the preparation phase of a game, the second user 132 uses the second terminal 130 to place chess pieces in the battle area of the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.

[0099] Optionally, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user and the second user are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located on different chessboards, i.e., the first user and the second user are on different chessboards in the same game. It should be noted that, in an optional embodiment, a game of a turn-based chess game is jointly participated in by six user accounts, and the six user accounts are matched up in pairs in each round, and the two matched user accounts play against each other on the same chessboard during the round.

[0100] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be the same or different device types, including at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are described using the example of a smartphone as the terminal.

[0101] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (i.e., the user plays against the AI), or there may be six, eight, or more terminals. The present embodiment does not limit the number of terminals or device types.

[0102] Figure 1 Only two terminals are shown, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 are terminals corresponding to developers. A development and editing platform for a client that supports a virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0103] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0104] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting a three-dimensional virtual environment (turn-based chess game clients / Auto Chess game clients). Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.

[0105] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store user account data used by the first terminal 110, the second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where the user accounts are located. The battle service module 124 is configured to provide multiple battle rooms for users to engage in battles. The user-facing I / O interface 125 is configured to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network.

[0106] 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.

[0107] Figure 2 A flowchart of a game interaction method for a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment takes the method as an example executed by a terminal, in which a client supporting turn-based chess games is running.

[0108] The method includes:

[0109] Step 220: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area, wherein the hand area displays at least one card;

[0110] The game interface is where two player objects play against each other in a turn-based chess game. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player.

[0111] Combined with reference Figure 3 The game interface includes a chessboard area 10 and a hand area 11.

[0112] The chessboard area 10 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array. These chess squares 12 are always displayed or displayed only at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates the chessboard area 10 as a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this context refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.

[0113] The hand area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.

[0114] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, and the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. When the upper limit is exceeded, the excess cards are discarded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.

[0115] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.

[0116] Step 240: In the preparation phase, in response to the play operation of at least one card, perform preparation operations related to the own side;

[0117] 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.

[0118] 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.

[0119] 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.

[0120] Preparation operations include at least one of: increasing one's own chess pieces, reducing one's own chess pieces, upgrading one's own chess pieces, adding equipment to one's own chess pieces, reducing equipment to one's own chess pieces, and increasing the buff effect of one's own chess pieces.

[0121] Since different card types have different effects, a preparation operation is performed on at least one of the own chess pieces in the chessboard area based on the card type of the selected card.

[0122] During the preparation phase, the player object will prepare at least one of its own chess pieces in the chessboard area, and the enemy player object will prepare at least one enemy chess piece in the chessboard area.

[0123] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.

[0124] 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.

[0125] 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.

[0126] 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.

[0127] 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.

[0128] Classification of card types:

[0129] In some embodiments, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a chess player card.

[0130] Chess Cards:

[0131] Pawn cards are used to summon your own pieces in the chessboard area or upgrade the piece level of your own pieces. Figure 4 A schematic diagram of a chess piece card is shown. The chess piece card displays at least one of the following information: a chess piece image 21, a chess piece name 22, the energy consumed when the card is played 23, the chess piece type or faction 24 to which the chess piece belongs, the level of the chess piece after the card is played 25, and a description of the additional effects of the chess piece 26.

[0132] The chess piece image 21 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of a virtual chess piece. Figure 4 In the example, the chess piece image 21 is a bust of a virtual chess piece.

[0133] The chess piece name 22 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.

[0134] The energy value 23 refers to the energy required to play this chess piece. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities requires different amounts of energy. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively.

[0135] Piece Type 24 is a categorization attribute that identifies the role a piece plays during combat. In one example, different pieces can be classified as at least one of the following: Tank, Warrior, Assassin, Mage, Shooter, or Support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual worldview. In one example, different pieces can be classified into at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the same Great Wall Guards in the virtual worldview both belong to the Great Wall Faction. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as different categorization attributes as an example.

[0136] The level 25 that a piece is upgraded to after a card is played refers to the level that is increased after the card is played, if a piece with the same name (i.e., the same piece) already exists on the board. For example, if level 25 is 3 and the piece with the same name was originally at level 2, then after playing this card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the same piece to different levels after being played. For example, five different quality cards can upgrade the same piece to levels 1, 2, 3, 4, and 5, respectively.

[0137] The additional effect description 26 of a chess piece is a description of the additional effect possessed by the chess piece. This additional effect can be triggered upon playing, or it can be activated when a trigger condition is met during the game. For example, chess piece 1 has an exclusive skill: when chess piece 1 is on the board, whenever another chess piece on the board is sold, a randomly selected chess piece of the "tank" type on the board is randomly selected, and the level of the randomly selected chess piece is increased by a first value, which is half the level of the sold chess piece.

[0138] Effect Cards:

[0139] Effect cards are cards used to apply effects to at least one game factor in the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, hand card acquisition processes, etc. Figure 5 A schematic diagram of an effect card is shown. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, an energy value 33 consumed when the card is played, and an effect description 34 of the effect card.

[0140] The effect icon 31 may be an icon for representing the benefit effect of the effect card. Figure 5 The effect name 32 is the name of the effect card or the name of the gain effect.

[0141] The energy value 33 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.

[0142] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:

[0143] 1. Increase the probability and / or quantity of chess cards obtained by your players;

[0144] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;

[0145] 3. Reduce the energy consumed by your players when acquiring chess cards;

[0146] 4. Increase the number of chess cards that your players can exchange for;

[0147] 5. Reduce the energy consumed by your players when exchanging chess cards;

[0148] 6. Improve the level of at least one chess piece on the field;

[0149] 7. Add equipment to at least one chess piece on the field;

[0150] 8. Upgrade the equipment level of at least one chess piece on the field;

[0151] 9. Reduce energy consumption when playing / changing cards;

[0152] 10. Increase the probability of obtaining certain cards;

[0153] 11. Increase the number of cards that can be obtained;

[0154] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.

[0155] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.

[0156] In some embodiments, effect cards can be categorized as at least one of general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type or faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and range of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, only pieces of a specific piece type can acquire, use, or benefit from a card. Faction effect cards are effect cards whose attributes are related to faction. For example, only pieces of a specific faction can acquire, use, or benefit from a card.

[0157] For example, a certain chess piece type effect card can only be obtained with a certain probability when a chess piece card of that chess piece type is played.

[0158] Equipment Cards:

[0159] Equipment cards are used to equip at least one of your own chess pieces. Figure 6 A schematic diagram of an equipment card provided by an exemplary embodiment of the present application is shown. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, an energy value 43 consumed when the card is played, and an equipment description 44 of the equipment card.

[0160] The equipment icon 41 may be an icon used to represent an image of equipment or an effect of equipment. Figure 6 The circular icon in the figure is used as an example. Equipment name 42 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capability of the player's piece in different dimensions such as health, armor, defense, and mana, or weaken the combat capability of the enemy piece.

[0161] Energy value 43 refers to the amount of energy required to play this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may require different amounts of energy to play. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy costs of different cards may be adjusted periodically or irregularly based on game balance.

[0162] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.

[0163] Chess player cards:

[0164] Player cards are cards acquired through the player skills of a player avatar. Player cards can be acquired through a passive skill of a player avatar, cards that only a certain player avatar can acquire, cards that only a certain player avatar can use, cards that are exclusive to a certain player avatar, and so on, and this embodiment of the application does not limit this.

[0165] Figure 7 A schematic diagram of a chess player card provided by an exemplary embodiment of the present application is shown. The chess player card displays at least one of the following information: a card icon 51, a chess player card name 52, an energy value 53 consumed when the card is played, and a description of the equipment 54 of the chess player card.

[0166] The card icon 51 may be an icon used to represent the effect of the card. Figure 7 The player card name 52 is the name of the player card or the name of the effect.

[0167] The energy value 53 refers to the energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.

[0168] The effect description 54 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same as or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect range of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, or affect the acquisition process of the hand cards in any form. The effect of the player card can be designed to affect any process or detail in the game, and the embodiments of the present application are not limited to this.

[0169] Based on the introduction of the above four types of cards:

[0170] On the one hand, different types of cards have different functions. Piece cards can eliminate the shop in traditional Auto Chess based on the gameplay characteristics of the cards. Effect cards can eliminate the effect buttons or controls in traditional Auto Chess. Equipment cards can eliminate the jungle phase in traditional Auto Chess. Player cards can incorporate the gameplay characteristics of each player. By simplifying the different mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle screen, simplify the operation of the player object, and improve the efficiency of human-computer interaction for the player object.

[0171] On the other hand, compared with three-dimensional chess pieces, two-dimensional cards cannot carry text information well because the text information that three-dimensional chess pieces can carry is limited. The card characteristics of two-dimensional cards can naturally carry more text information and icon information. Therefore, compared with the three-dimensional chess pieces in traditional preparation stages, two-dimensional cards can increase the amount of information carried within the limited display range of small-screen terminals and improve information transmission efficiency.

[0172] It should be noted that the above-mentioned cards can not only be played in the preparation phase, but some cards can also be played in the battle phase, such as certain equipment cards, effect cards that immediately draw 2 more cards, etc.

[0173] How to obtain cards:

[0174] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:

[0175] Obtaining Condition 1: Start a new round of turn-based battle. Each time a new round of turn-based battle starts, you will receive a certain number of cards. For example, the first round of turn-based battle will draw 4 cards, and the subsequent rounds of turn-based battle will draw 2 cards.

[0176] Acquisition Condition 2: Use a pre-set chess card. Pre-set chess cards are chess cards with additional abilities, such as drawing, adding, or duplicating cards. For example, a chess card with the same name as a currently playing chess piece will grant an additional effect card when played.

[0177] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.

[0178] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.

[0179] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.

[0180] Acquisition condition 6: The player level of the chess player's virtual character is upgraded; after the chess player level is upgraded, higher quality or more cards can be unlocked.

[0181] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.

[0182] Obtaining condition 8: Purchase card operation.

[0183] Acquisition Condition 9: A preset player skill is triggered. A preset player skill is a passive skill that has the effect of extracting, adding, or duplicating cards. For example, you can extract a player card every two turns, or you can extract a player card every three cards played.

[0184] 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.

[0185] Figure 8 A flowchart of a method for interactively playing a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment uses the method executed by a terminal as an example. The method includes:

[0186] Player selection phase:

[0187] Step 320: Selecting a virtual chess player character of one's own side, where the virtual chess player character is used to represent a virtual character controlling at least one chess piece of one's own side;

[0188] 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.

[0189] 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.

[0190] For example, Figure 9 As shown, before starting a game, a player selection interface is displayed. This interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 61 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner. The virtual players selected by the other player objects are displayed in a normal sitting position, at normal size, and distributed on both sides.

[0191] On the player selection interface, several candidate player virtual characters 62 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 63.

[0192] A player skill button 64 is also displayed on the player selection interface. In response to the player skill button 64 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.

[0193] Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects the player avatar, they can click the "Confirm" button 65 to enter the ready state.

[0194] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.

[0195] Preparation phase for each round:

[0196] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area;

[0197] Combined with reference Figure 10 The board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The hand area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the hand area 11 is 0.

[0198] Optionally, attribute information for the n player objects participating in the current game is displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. Player skill buttons 64 are displayed in the lower left corner of the game interface. A card swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The card swap button 14 is used to replace one or more cards in the hand area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.

[0199] Optionally, an energy control 16 is displayed in the upper right corner of the game interface. This control displays the energy value of the player object. Energy is a game resource that may be consumed at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.

[0200] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own chess piece;

[0201] Card types include: chess piece cards, equipment cards, effect cards, and player cards. Players can perform different functions of battle preparation operations by playing different chess piece cards. This step includes at least one of the following steps:

[0202] Step 362: In response to the play operation on the chess piece card, executing a battle preparation operation related to at least one own chess piece in the chessboard area;

[0203] Step 364: In response to the play operation of the equipment card, equip all or part of the at least one chess piece with virtual equipment;

[0204] Step 366: In response to the play operation on the effect card, executing a preparation operation to add an effect to at least one factor in the game;

[0205] Step 368: In response to the play operation on the player's card, perform a preparation operation related to at least one factor in the game.

[0206] Since the battle situation in each round of turn-based battle is different, each player object has different cards in hand, and each player object has different card-playing habits, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.

[0207] Regarding step 362 (chess card):

[0208] In some embodiments, the cards in the hand area include a first chess piece card. In response to a play operation on the first chess piece card, a first local chess piece is added to the board area. The first local chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first local chess piece is a chess piece that has not been summoned to the board area.

[0209] That is, when the first own chess piece does not exist in the chessboard area, in response to the play operation on the first chess piece card, the first own chess piece is added to the chessboard area.

[0210] In response to a play operation on a first chess piece card, at least two candidate chess squares are displayed in the chessboard area, and a first indicator element corresponding to the first chess piece card is displayed, the first indicator element including at least one of a reduced first chess piece card, a first own chess piece, and a first indicator arrow; in response to a drag operation of dragging the first indicator element to the first candidate chess square, the first own chess piece is added to the first candidate chess square; wherein the first candidate chess square is one of the at least two candidate chess squares.

[0211] 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.

[0212] The first chess card is Figure 10 Take the 4th card in as an example, combined with reference Figure 11 In response to a drag operation on the first chess piece card, a first own chess piece 17 and a first indicator arrow 18 are displayed. First own chess piece 17 is a three-dimensional piece that slides in response to the real-time position of the drag operation. First indicator arrow 18 starts at the position of the first chess piece card before it is played and ends at the real-time position of the drag operation. If the drag operation is released at the first candidate square, first own chess piece 17 is summoned to the first candidate square.

[0213] based on Figure 11 It can be seen that this interaction method cancels the chess piece preparation area, and the hand card area takes into account the functions of chess piece acquisition and preparation at the same time, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.

[0214] In some embodiments, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already exists in the chessboard area, the chess piece level of the second local chess piece is upgraded in the chessboard area, where the second local chess piece is the chess piece corresponding to the second chess piece card.

[0215] Among them, the card-playing operation of the second chess piece card can also be a drag operation, but since there is already a second chess piece in the chessboard area, the release position of the drag operation can be completed at any position in the chessboard area, and it can take effect without the player object being accurately dragged to the second chess piece.

[0216] Regarding step 364 (equip the card):

[0217] In some embodiments, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow.

[0218] In response to a dragging operation of dragging the second indicator element to the second own chess piece, dressing the second own chess piece with virtual equipment;

[0219] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.

[0220] Regarding step 366 (effect card):

[0221] In some embodiments, the cards in the hand area include effect cards. In response to a play operation on the effect card, an effect is added to at least one of the own chess pieces, and / or an effect is added to the card acquisition process.

[0222] According to the objects of action, effect cards are divided into two categories:

[0223] Type 1: Increases the effect on the own chess pieces within the chessboard area;

[0224] Type 2: Adds effects to the card acquisition process.

[0225] In response to playing a Type 1 effect card, an effect is added to at least one of your own chess pieces, such as increasing a buff specific to the chess piece type, or a combined buff when at least two chess pieces from the same faction are present.

[0226] In response to the play operation on the type 2 effect card, an effect is added to the card acquisition process, for example, two identical chess pieces are drawn consecutively.

[0227] Regarding step 368 (player card):

[0228] In response to the play operation on the player's card, at least one of the following preparation operations is performed:

[0229] Increasing your own chess pieces, reducing your own chess pieces, upgrading your own chess pieces, adding effects to your own chess pieces, equipping your own chess pieces with props, operations related to card acquisition, operations related to card sales, operations related to card exchanges, operations related to subsequent rounds, and operations related to the health value of your own player objects.

[0230] In other words, the function of a player card is relatively special. It can be any of the functions of a chess piece card, an equipment card, or an effect card. It can also be a function related to the card acquisition process, or a function related to the player's health. In different design implementations, any function that can affect a certain factor in the game may be designed as a function of a player card, and this embodiment of the application does not limit this.

[0231] During the preparation phase, the player object on this side can also use at least one of the card exchange function, card deletion function, and player level upgrade function.

[0232] Card swap function:

[0233] During the preparation phase, your player can also swap one or more cards from their hand. Clicking the swap button allows you to swap one or more cards, which consumes energy. For example, you can only swap cards once per round, but you can swap multiple cards at once. Each card swap costs 1 energy.

[0234] Delete card function:

[0235] During the card play process, dragging a card to a designated location will delete or sell it. The resources consumed by deleted cards cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, each deleted card will gain 1 energy point.

[0236] Player level upgrade function:

[0237] The player object on this side obtains a certain amount of energy in each round. The energy not used in this round can be accumulated to the next round, and the energy can be used to upgrade the player level. The higher the player level, the higher the quality of the cards that can be drawn in each round, and at the same time, some new abilities will be unlocked, such as talents, purchasable equipment, etc. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player level is upgraded, the quality indicator corresponding to the current player level will light up to indicate the quality of the cards that can be obtained at the current player level. The quality indicator can be as follows: Figure 12 The small rounded rectangle shown is used as an example, but other shapes or forms are also possible.

[0238] For example, when our player object reaches player level 1 / 2 / 3 / 4 / 5, cards of quality 1 / 2 / 3 / 4 / 5 will be unlocked respectively.

[0239] The battle phase of each round:

[0240] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;

[0241] 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.

[0242] Figure 13 The figure shows an automatic battle diagram of a player's chess piece 17 and an enemy chess piece 19 in a melee battle on the chessboard. The movement, skill release, and functions of the two chess pieces during the battle do not require manual control by the player.

[0243] Battle settlement phase:

[0244] Step 390: Calculate the life value of the virtual character of the chess player on your side, and start the next round of turn-based battle or end the current game based on the life value.

[0245] 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.

[0246] When the health value is deducted to zero, the player is eliminated from the game.

[0247] When the health value has not been deducted to zero, the next round of turn-based battle will begin in this game, and the player will continue to fight with one of the n player objects until he is eliminated, or he will win the game as the last player who has not been eliminated.

[0248] In some embodiments, the damage calculation is based on the number of pieces remaining on the winning side's board. Figure 14 Shown is the animation effect of calculating the life value of the opponent's chess piece 19 when the opponent is the loser, and then calculating the life value of the opponent's chess piece virtual character 61. A life value progress bar can be displayed on the top of the chess piece virtual character 61.

[0249] Exemplary references Figure 15The 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.

[0250] 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.

[0251] 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.

[0252] 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.

[0253] 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.

[0254] Figure 16 A flowchart of a method for operating a virtual scene provided by an embodiment of the present application is shown. The method can be executed by a computer device. The computer device can be Figure 1 The first terminal 110 / second terminal 130 in the system shown, or the computer device can also be Figure 1 The server 120 in the system shown, or the computer device may also include the above Figure 1In the system shown, the first terminal 110 / the second terminal 130, and the server 120; the method includes:

[0255] Step 420: Displaying a scene interface of a virtual scene, wherein the virtual scene includes a virtual field; the virtual field is used for at least two virtual objects to fight against each other using virtual chess pieces.

[0256] Among them, the scene interface of the above-mentioned virtual scene can be any one of a round preparation interface, a round battle interface or a battle settlement interface.

[0257] The virtual field may be displayed in the form of a virtual chessboard, which is divided into a plurality of chess grid areas. Each chess grid area is used to place one of the virtual chess pieces. A placed virtual chess piece may belong to any of the virtual objects.

[0258] The at least two virtual objects may belong to different camps or the same camp.

[0259] Step 440: Display the redemption control in the virtual scene interface.

[0260] Among them, the above-mentioned exchange control can be used to increase the upper limit of the number of virtual chess pieces owned by the virtual object in the virtual field.

[0261] Among them, the above-mentioned exchange controls can be displayed in different shapes, effects and methods.

[0262] Step 460: In response to receiving a trigger operation on the redemption control and the number of virtual resources owned by the first virtual object meets the first condition, increase the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field; the first virtual object is one of the at least two virtual objects.

[0263] Among them, any virtual object can have virtual resources in a virtual scene. The first virtual object can increase the amount of virtual resources by reaching specified conditions for its own activity, completing specific tasks in a specific virtual scene, and conducting virtual transactions with other virtual objects. Using the above virtual resources, the first virtual object can perform certain operations that require resource consumption or complete virtual transactions in the virtual scene.

[0264] In this embodiment, when increasing the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field, the first virtual object needs to consume a specified number of virtual resources it already owns, and the number of resources consumed is the number corresponding to the first condition.

[0265] In an embodiment of the present application, the user can trigger a redemption control when the number of virtual resources owned by the first virtual object meets the first condition. After the redemption control is triggered, the upper limit of the virtual chess pieces owned by the first virtual object in the virtual field can be increased. The user can place more virtual chess pieces in subsequent battles with other virtual objects, which expands the solution of increasing the upper limit of the number of virtual chess pieces owned by the virtual object in the virtual field, allowing the user to have more choices in battle strategy, thereby improving the interaction effect between the user and the virtual scene.

[0266] The solution shown in the embodiment of the present application can be applied to the above Figure 2-Figure 15 In turn-based chess games.

[0267] Figure 17 A flowchart of a method for operating a virtual scene provided by an embodiment of the present application is shown. The method can be executed by a computer device. The computer device can be Figure 1 The first terminal 110 / second terminal 130 in the system shown, or the computer device can also be Figure 1 The server 120 in the system shown, or the computer device may also include the above Figure 1 The first terminal 110 / the second terminal 130, and the server 120 in the system shown; Figure 17 As shown, Figure 16 Step 440 in the embodiment can also be implemented as step 440a and step 440b:

[0268] Step 440a: In response to receiving a trigger operation on the target control, a redemption interface is displayed in the virtual scene interface; the redemption interface includes a redemption entry control.

[0269] The trigger operation may be passively triggered when the first virtual object or the first virtual chess piece meets a specific condition, or may be actively triggered by the user.

[0270] For example, please refer to Figure 18 , Figure 18 The diagram of the interface of the exchange interface provided by one embodiment of the present application is shown. The virtual scene 1800 also includes a target control 181. When the target control 181 is triggered, the exchange interface 1801 is displayed, and the exchange interface includes an exchange entry control 182.

[0271] Step 440b: In response to receiving a trigger operation on the redemption entry control, a redemption sub-interface is displayed in the virtual scene interface; the redemption sub-interface includes a redemption control.

[0272] Among them, the above-mentioned exchange sub-interface contains a detailed introduction of the selected exchange item, including the item name, the remaining number of items, the item's unique attributes, the item image, and the number of virtual resources required to exchange the item.

[0273] For example, please refer to Figure 19 , Figure 19 A schematic diagram of an exchange sub-interface provided by one embodiment of the present application is shown. Exchange interface 1801 includes an exchange entry control 182. In response to receiving a triggering operation on exchange entry control 182, the computer device displays exchange sub-interface 1802 in a virtual scene, which includes exchange control 183.

[0274] In the embodiment of the present application, the user can trigger the target control to open the redemption interface, then enter the redemption sub-interface through the redemption entry control in the redemption interface and find the redemption control. Through the nested interface design, the user can enter the redemption interface and redemption sub-interface in sequence. The step-by-step approach can help users operate more smoothly, reduce operational confusion and loss, and make it easier for users to find the required functions, thereby improving the user's interaction with the virtual scene.

[0275] In one possible implementation, the redemption interface also includes an upgrade control; the computer device upgrades the level of the first virtual object in response to receiving a trigger operation on the upgrade control; and when the level of the first virtual object reaches a first specified level, the redemption entry control is activated.

[0276] The first virtual object has a level attribute, and the first virtual object can be upgraded by the activity in the game or by completing specific tasks in the virtual scene, and can be upgraded by one or more levels each time.

[0277] Among them, the above-mentioned first designated level can be set by the developer during development to determine whether the redemption entry control can be activated.

[0278] Among them, the above-mentioned activation of the exchange entry control can be automatically activated. For example, when the level of the first virtual object reaches the first specified level, the exchange entry control is automatically activated and highlighted. At this time, when the user uses the mouse or uses the finger to move to the area of the exchange entry control on the screen of the terminal, the exchange sub-interface will be automatically displayed; the above-mentioned activation of the exchange entry control can also be manually activated. For example, when the level of the first virtual object reaches the first specified level, when the user does not trigger the exchange entry control, the exchange entry control is displayed in gray. At this time, when the user uses the mouse or uses the finger to move to the area of the exchange entry control on the screen of the terminal, no interface will be displayed. After the user triggers the exchange entry control, the exchange entry control is displayed in color and the exchange sub-interface is displayed.

[0279] For example, please refer to Figure 20 , which shows an interface schematic diagram of a level promotion interface provided by an embodiment of the present application.

[0280] The exchange interface 1801 includes an exchange entry control 182 and an upgrade control 184. There is a level growth line 185 above the upgrade control 184. There are different nodes on the level growth line 185, and each node corresponds to a different level number. When the computer device receives a trigger operation for the upgrade control 184, the level growth line 185 increases by 1 level. Assuming that the first specified level required to activate the exchange entry control 182 is level 4, the level of the first virtual object is at level 3 at this time, and the activity of the first virtual object meets the upgrade requirements, the upgrade control 184 is triggered at this time, and the level growth line 185 increases by 1 level. When the level growth line 185 increases to level 4, the exchange entry control 182 is activated.

[0281] In an embodiment of the present application, the user can upgrade the level of the virtual object by upgrading the control, thereby satisfying the activation conditions of the redemption entry control, thereby opening the redemption sub-interface and completing the redemption operation, thereby expanding a method of activating the redemption entry control, and associating the redemption function with the level attribute of the virtual object, thereby increasing the fun of the game and improving the interaction effect between the user and the virtual scene.

[0282] In one possible implementation, the redemption entry control displays the number of redemptions possible.

[0283] In response to receiving a trigger operation on the redemption control and the number of virtual resources owned by the first virtual object meeting the redemption condition, the computer device increases the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field.

[0284] In some embodiments, in response to receiving a trigger operation on a redemption control, the number of virtual resources owned by the first virtual object meets the redemption conditions and the number of redemptions is not 0, the computer device increases the number of virtual chess pieces owned by the first virtual object in the virtual field by 1, and reduces the number of redemptions displayed on the redemption entry control by 1.

[0285] Among them, the above-mentioned exchange condition can be a specified amount of virtual resources.

[0286] In this embodiment, there will be an initial redeemable value on the above-mentioned redemption entry control, indicating the number of times the prop can be redeemed. Subsequently, the virtual object in the virtual scene can increase or decrease the number of redemptions through some other specific operations.

[0287] For example, please refer to Figure 21 , which shows a schematic diagram of the redemption entry control provided by an embodiment of the present application.

[0288] A bubble 2102 is displayed on the exchange entry control 2101. The bubble 2102 displays the number of times that can be exchanged and the amount of virtual resources 2103 required to complete the exchange operation. 6 virtual diamonds are required, and the virtual object has 7 virtual diamonds, which just meets the exchange conditions. When the user does not perform the exchange operation, the exchange entry control 2101 is displayed as Figure 21 In part (a), the number of redemptions is 3. When the user completes a redemption operation, the redemption entry control 2101 is displayed as Figure 21 In part (b), the number of redemptions becomes 2, and the first virtual object will be reduced by 6 virtual diamonds.

[0289] Among them, the above-mentioned virtual resources are virtual items that each virtual object has, which can be displayed in the form of virtual items (such as the above-mentioned virtual diamonds), virtual energy (such as magic energy points), etc. Virtual objects can obtain virtual resources by completing designated tasks in the game.

[0290] The above exchange conditions may be a specified number of virtual resources, or a specified number of virtual resources of a specified type.

[0291] Among them, each time the user completes an exchange operation, the corresponding resources corresponding to the exchange conditions will be consumed.

[0292] For example, the first virtual object has 7 virtual diamonds, and the upper limit of the number of virtual chess pieces it owns in the virtual venue is 3. At this time, the redemption condition is 5 virtual diamonds, and the redemption entry control shows that the number of redemptions is 3. The computer device receives a single trigger operation on the redemption control. At this time, the first virtual object is successfully redeemed, 5 virtual diamonds are deducted, and 2 virtual diamonds are left. In addition, the upper limit of the number of virtual chess pieces it owns in the virtual venue increases by 1 to 4, and the number of redemptions on the redemption entry control from 3 times is changed to 2 times.

[0293] In an embodiment of the present application, the number of exchanges in each battle is limited by the number of exchanges on the exchange entry control, and because the user needs a certain amount of time to accumulate resources that can meet the exchange conditions, the user can be prevented from increasing the upper limit of the number of virtual chess pieces without limit, effectively maintaining the balance of the game, and ensuring the user's gaming experience, thereby ensuring the interaction effect between the user and the virtual scene.

[0294] In one possible implementation, the amount of resources corresponding to the first condition is displayed on the redemption entry control.

[0295] The number of virtual resources corresponding to the first condition may be a fixed value, indicating the number of resources required to complete the redemption operation. Alternatively, the number of virtual resources corresponding to the first condition may be a variable value, for example, increasing with the number of rounds.

[0296] In an embodiment of the present application, by directly displaying the number of resources required for the redemption operation on the redemption entry control, the user can quickly determine whether the number of virtual resources he owns meets the specified conditions, and then choose whether to trigger the redemption entry control, thereby improving the efficiency of the user in performing redemption operations during the game, improving the user experience, and ensuring effective interaction between the user and the virtual scene.

[0297] In one possible implementation, the first virtual object corresponds to a virtual card, and in response to the number of virtual cards corresponding to the first virtual object played in this battle reaching a first specified value, the computer device increases the number of redemptions by 1; this battle includes one or more battle rounds.

[0298] The first specified value may be the number of virtual cards corresponding to the first virtual object played by the user in one round of the current battle; or the total number of virtual cards corresponding to the first virtual object played by the user in multiple rounds of the current battle.

[0299] In an embodiment of the present application, the method for increasing the number of redemption times is expanded. The user needs to play a certain number of virtual cards in a single battle to increase the number of redemption times. The upper limit of the number of virtual chess pieces that can be added can be further increased based on the user's card playing operation, thereby ensuring the user's experience in the game and thus ensuring the interaction effect between the user and the virtual scene.

[0300] In one possible implementation, the computer device increases the number of redemptions by 1 in response to the number of chess piece virtual cards corresponding to the first virtual object played in the current game reaching a first specified value; the chess piece virtual cards are used to add virtual chess pieces to the virtual field.

[0301] In another possible implementation, the computer device increases the number of redemption times by 1 in response to the number of any one or more specified types of virtual cards corresponding to the first virtual object played in the current battle reaching a specified value.

[0302] The above-mentioned designated type may be any one of chess piece cards, effect cards, equipment cards and chess player cards.

[0303] The chess piece card is a card used to summon virtual chess pieces on the chessboard area or to upgrade the chess piece level of the virtual chess pieces.

[0304] Effect cards are cards used to apply effects to at least one game factor within the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, card acquisition processes, etc.

[0305] Equipment cards are cards used to equip at least one of your own pieces.

[0306] Player cards are obtained through player skills.

[0307] In an embodiment of the present application, the method for increasing the number of redemption times is expanded. The user needs to play a specified number of virtual cards of a specified type in a single battle to increase the number of redemption times. The upper limit of the number of virtual chess pieces that can be added can be further increased based on the user's card playing operation, thereby ensuring the user's experience in the game and thus ensuring the interaction effect between the user and the virtual scene.

[0308] In a possible implementation, the first virtual object corresponds to a virtual card, and in response to playing a designated virtual card corresponding to the first virtual object, the computer device increases the number of redemption times by 1.

[0309] The designated virtual card may be a virtual card with a specific name or function, or a virtual card with a special skill.

[0310] In a possible implementation, when the designated virtual card is played, a special effect is displayed in the interface. The special effect is used to indicate that the played virtual card is the designated virtual card, and the computer device increases the number of redemptions by 1.

[0311] In an embodiment of the present application, the method for increasing the number of redemption times is expanded. The user needs to play a specified number of virtual cards of a specified type in a single battle to increase the number of redemption times. The upper limit of the number of virtual chess pieces that can be added can be further increased based on the user's card playing operation, thereby ensuring the user's experience in the game and thus ensuring the interaction effect between the user and the virtual scene.

[0312] In one possible implementation, in response to receiving an exchange operation for a first virtual chess piece that meets the second condition in the virtual field, the computer device removes the first virtual chess piece from the virtual field and increases the number of exchangeable pieces by 1.

[0313] The first virtual chess piece is any virtual chess piece owned by the first virtual object. When the user completes the exchange operation on the first virtual chess piece, the first virtual chess piece is removed from the virtual field, and the user's exchangeable times are increased by 1.

[0314] In an embodiment of the present application, the method for increasing the number of redemption times is expanded. The user can increase the number of redemption times by performing an exchange operation on the first virtual chess piece that meets the specified conditions. The user is required to consider different strategies in the game. The upper limit of the number of virtual chess pieces that can be added can be increased according to the user's operation on the virtual chess pieces in the virtual field, thereby ensuring the user's experience in the game and thus ensuring the interaction effect between the user and the virtual scene.

[0315] In a possible implementation, the first virtual chess piece is a virtual chess piece owned by the first virtual object, and the exchange condition may include any one or more of the following:

[0316] The level of the first virtual chess piece reaches a second specified level;

[0317] The first virtual chess piece is a virtual chess piece of a specified chess piece type;

[0318] The first virtual chess piece is equipped with a designated skill;

[0319] The first virtual chess piece is equipped with a designated virtual item.

[0320] The designated chess piece type may be any one of a mage, a warrior, a tank, and an auxiliary chess piece.

[0321] The above-mentioned designated skills may be any skill that assists our chess pieces or damages enemy chess pieces.

[0322] In the embodiment of the present application, the types of conditions for exchanging the first virtual chess piece are expanded. On the other hand, the user can make the first virtual chess piece meet different exchange conditions according to different strategies, thereby realizing the exchange operation, enriching the user's gaming experience, and effectively improving the user's interaction effect with the virtual scene when performing the exchange operation in the virtual scene.

[0323] In one possible implementation, the computer device determines that an exchange operation for the first virtual chess piece has been received in response to receiving an operation of dragging the first virtual chess piece onto an exchange entry control.

[0324] For example, please refer to Figure 22 , which shows a schematic diagram of the interface for chess piece exchange provided by an embodiment of the present application.

[0325] In the exchange interface 2201, there are an exchange entry control 221 and a first virtual chess piece 222. The first virtual chess piece 222 is dragged onto the exchange entry control 221. At this time, the computer device determines that an exchange operation for the first virtual chess piece has been received.

[0326] In an embodiment of the present application, the method of performing redemption operations through virtual chess pieces is expanded. The user removes the virtual chess piece and increases the number of redemptions by dragging the first virtual chess piece, thereby improving the interaction effect between the user and the virtual scene.

[0327] In one possible implementation, in response to displaying the redemption sub-interface, the computer device moves the virtual chess pieces that meet the second condition in the virtual scene to an area outside the redemption interface and the redemption sub-interface, and highlights the virtual chess pieces that meet the second condition.

[0328] One or more virtual chess pieces that meet the second condition will automatically move to an area not blocked by the exchange interface and the exchange sub-interface when the exchange sub-interface is displayed, and will be highlighted. At this time, the user can select one or more virtual chess pieces for exchange operations. For example, you can select a virtual chess piece and drag it, or click on the virtual chess piece you want to exchange, and the virtual chess piece will automatically complete the exchange.

[0329] In some embodiments, the user can select the virtual chess piece that he wants to exchange from the highlighted virtual chess pieces, and drag it to the exchange sub-interface or any area in the exchange interface to complete the quick exchange; or, drag the selected virtual chess piece to the exchange control in the exchange sub-interface to complete the quick exchange.

[0330] In an embodiment of the present application, when the redemption sub-interface is displayed, that is, when the user wants to perform a redemption operation, the computer device locks the virtual chess piece that can be redeemed by moving the virtual chess piece to an unobstructed area and highlighting it, thereby reminding the user, improving the efficiency of the user's redemption operation, and effectively ensuring the interaction effect between the user and the virtual scene.

[0331] In a possible implementation, in response to the number of battle rounds in the current battle reaching a specified number of battle rounds, the computer device increases the number of redeemable times by 1.

[0332] Among them, the above-mentioned battle contains one or more battle rounds. When the number of battle rounds of the first virtual object in this battle reaches the specified number of battle rounds, the computer device will increase the number of redemptions by 1.

[0333] For example, assuming that the specified number of rounds is 3, when the first virtual object completes the third round of battle in this battle, the number of redemptions on the redemption entry control is increased by 1.

[0334] In an embodiment of the present application, by limiting specified conditions on the number of battle rounds to increase the number of redemptions, more redemption times can be gradually unlocked as the number of battle rounds of the user in this battle increases, thereby ensuring the interaction effect between the user and the virtual scene.

[0335] In one possible implementation, in response to the virtual scene being in a specified stage, a redemption control is displayed in the virtual scene interface; the specified stage is a round preparation stage or a round battle stage.

[0336] When the virtual scene is in the round preparation stage or the round battle stage, the redemption control will be displayed in the virtual scene interface, or when the virtual scene is in any stage, the redemption control will be displayed in the virtual scene interface.

[0337] In another possible implementation, in response to receiving a trigger operation on the redemption control and the number of virtual resources owned by the first virtual object meets the first condition, the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field is increased by a value corresponding to the specified stage.

[0338] Among them, for the above-mentioned different designated stages, the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual venue can be increased by different amounts. For example, when the first virtual object is in the round preparation stage, the computer device responds to receiving a trigger operation on the redemption control, and the number of virtual resources owned by the first virtual object meets the first condition. At this time, the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual venue can be increased by 2; when the first virtual object is in the round battle stage, the computer device responds to receiving a trigger operation on the redemption control, and the number of virtual resources owned by the first virtual object meets the first condition. At this time, the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual venue can be increased by 3.

[0339] In an embodiment of the present application, the method of increasing the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field is expanded. The user can obtain different increase quantities by controlling the first virtual object in different stages, thereby realizing differentiated exchange of the upper limit of the number of virtual chess pieces and ensuring the interactive effect between the user and the virtual scene.

[0340] In a possible implementation, the upper limit of the number of virtual chess pieces owned by the virtual object in the virtual scene in the virtual field has an initial value, and the initial value is an integer greater than or equal to 2.

[0341] When a virtual object enters different battles in a virtual scene, the upper limit of the number of virtual chess pieces owned by the virtual object in the virtual field will be initialized, and the value of the upper limit will be initialized to the initial value.

[0342] For example, the upper limit of the number of virtual chess pieces that a virtual object in a virtual scene owns in a virtual field has an initial value of 5. In this battle, the upper limit of the number of virtual chess pieces that the virtual object owns in the virtual field will be increased to 8. When the virtual object enters the next battle, the number of virtual chess pieces that the virtual object owns in the virtual field will be initialized from 8 to 5.

[0343] In the embodiment of the present application, by initializing the upper limit of the number of virtual chess pieces, the balance of the game is ensured, which is conducive to improving the user's gaming experience, thereby ensuring the interaction effect between the user and the virtual scene.

[0344] Based on the above Figures 16 and 17 The scheme shown is exemplary. Taking the above-mentioned virtual scene as an auto chess game as an example, the application method of the scheme shown in the above-mentioned embodiments of this application is introduced below.

[0345] Please refer to Figure 23 , which shows an application flow chart provided by an embodiment of the present application.

[0346] Step S1: Select a hero to go into battle.

[0347] Please refer to Figure 24 , which shows a schematic diagram of an interface for selecting heroes to be deployed provided by an embodiment of the present application.

[0348] In the hero selection interface 024, there is an initial upper limit 2400 for the number of heroes that can be deployed, and multiple chess cards 2401. The player moves one of these cards into the battle area 2402 to select a hero 2403. The initial upper limit 2400 for the number of heroes that can be deployed in this battle is 6.

[0349] Step S2: Determine whether the number of heroes currently on the field is less than 6.

[0350] After the player has selected the heroes to be deployed, the computer device will check whether the number of heroes currently on the field exceeds the upper limit of the number of heroes allowed to be deployed. If the number of heroes currently on the field is less than the upper limit of the number of heroes allowed to be deployed, the player can continue to select heroes to be deployed.

[0351] Please refer to Figure 25 , which shows a schematic diagram of the interface of the auto chess game provided by one embodiment of the present application.

[0352] In the game interface 025, the number of our heroes currently on the field and the upper limit of the number of our heroes allowed to be deployed in this battle will be displayed. As shown in the marked area 2501, the number of our heroes currently on the field is 1, and the upper limit of the number of our heroes allowed to be deployed in this battle is 6.

[0353] A) The number of heroes currently on the field is no less than 6

[0354] Please refer to Figure 26 , which shows a schematic diagram of the interface of the auto chess game provided by one embodiment of the present application.

[0355] In the game interface 026, the number of our heroes on the field has reached the upper limit of 6, as shown in the marked area 2601 in the figure. At this time, the prompt message 2602 "Insufficient population" appears in the interface to indicate that the number of heroes currently on the field has reached the upper limit and no more heroes can be selected to play.

[0356] B) The number of heroes currently on the field is less than 6

[0357] When the number of heroes on the field is less than 6, the user can continue to select heroes.

[0358] Step S3: Determine whether to purchase props to increase the population.

[0359] When the number of our heroes on the field is not less than 6, the player can choose whether to use energy to purchase props to increase the upper limit of the number of our heroes on the field.

[0360] C) Players choose to purchase items to increase population

[0361] Players use energy to purchase items to increase the upper limit of the number of heroes they can deploy.

[0362] Please refer to Figure 27 , which shows a schematic diagram of the interface of the auto chess game provided by one embodiment of the present application.

[0363] The player opens the item selection interface 0270, which includes a population increase item 2701. When the player selects the population increase item 2701, a detailed interface 0271 for the item appears, which describes the specific function of the population increase item. The player can complete the purchase of the item through the purchase control 2702.

[0364] Please refer to Figure 28 , which shows a schematic diagram of the interface of the auto chess game provided by one embodiment of the present application.

[0365] In the game interface 028, the marked area 2801 shows that the number of our heroes on the field is currently 6. After completing a single purchase of population increase props, the upper limit of the number of heroes allowed to be on the field is 7. At this time, the player can select a hero 2802 corresponding to a card to go on the field.

[0366] Please refer to Figure 29 , which shows a schematic diagram of the interface of the auto chess game provided by one embodiment of the present application. Figure 29As shown, after the player successfully increases the upper limit of the number of heroes on the battlefield, he enters the regular Auto Chess process and performs operations such as formation deployment and combat.

[0367] D) The player does not choose to purchase items to increase the population

[0368] When the player does not choose to purchase items to increase the population, the player is prohibited from selecting heroes to fight.

[0369] In the embodiment of the present application, the above scheme changes the mechanism of the number of heroes that can be deployed in the Auto Chess game. Traditional Auto Chess games initially limit the number of heroes that players can deploy. The number of heroes can be increased as the game progresses and the player upgrades the store. The scheme involved in the embodiment of the present application allows players to deploy 6 heroes at the beginning of the game, and the number of heroes can be increased by purchasing energy, which brings a different experience to each game, improves the diversity and strategic depth of the game, and gives players more choices and possibilities from the beginning of the game. Each game is different because different numbers and combinations of heroes can be deployed. This not only increases the playability of the game, but also improves the competition and interaction between players.

[0370] Figure 30 A block diagram of a device for operating a virtual scene provided by an exemplary embodiment of the present application is shown. The device includes:

[0371] The scene interface display module 3001 is used to display the scene interface of the virtual scene, which includes a virtual field; the virtual field is used for at least two virtual objects to play against each other using virtual chess pieces;

[0372] The redemption control display module 3002 is used to display the redemption control in the virtual scene interface;

[0373] The quantity upper limit increasing module 3003 is used to increase the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field in response to receiving a trigger operation on the redemption control and the number of virtual resources owned by the first virtual object meets the first condition; the first virtual object is one of the at least two virtual objects.

[0374] In some embodiments, the virtual scene interface includes a target control, and the redemption control display module 3002 is used to display a redemption interface in the virtual scene interface in response to receiving a trigger operation on the target control; the redemption interface includes a redemption entry control; in response to receiving a trigger operation on the redemption entry control, a redemption sub-interface is displayed in the virtual scene interface; the redemption sub-interface includes a redemption control.

[0375] In some embodiments, the redemption interface further includes an upgrade control; the redemption control display module 3002 further includes:

[0376] a level upgrading module, configured to upgrade the level of the first virtual object in response to receiving a triggering operation on the upgrade control;

[0377] The control activation module is used to activate the redemption entry control when the level of the first virtual object reaches a first specified level.

[0378] In some embodiments, the redemption entry control displays the number of redemptions possible; the redemption control display module 3002 is configured to, in response to receiving a trigger operation on the redemption control and the number of virtual resources owned by the first virtual object meeting the redemption conditions, increase the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field;

[0379] Used to respond to receiving a trigger operation on the redemption control, the number of virtual resources owned by the first virtual object meets the redemption conditions, and the number of redeemable times is not 0, and increase the number of virtual chess pieces owned by the first virtual object in the virtual field by 1.

[0380] The redemption control display module 3002 also includes: a redemption times reduction module, which is used to reduce the number of redemptions displayed on the redemption entry control by 1.

[0381] In some embodiments, the redemption entry control displays the quantity of resources corresponding to the first condition.

[0382] In some embodiments, the first virtual object corresponds to a virtual card, and the exchange control display module 3002 further includes:

[0383] The first exchange number increasing module is used to increase the exchange number by 1 in response to the number of virtual cards corresponding to the first virtual object played in the current battle reaching a first specified value; the current battle includes one or more battle rounds.

[0384] In some embodiments, the first exchange count increasing module is used to increase the exchange count by 1 in response to the number of chess piece virtual cards corresponding to the first virtual object played in this game reaching a first specified value; the chess piece virtual cards are used to add virtual chess pieces to the virtual field.

[0385] In some embodiments, the first virtual object corresponds to a virtual card, and the exchange control display module 3002 further includes:

[0386] The second exchange number increasing module is configured to increase the exchange number by 1 in response to playing a designated virtual card corresponding to the first virtual object.

[0387] In some embodiments, the redemption control display module 3002 further includes:

[0388] The third exchange number increasing module is configured to, in response to receiving an exchange operation for a first virtual chess piece that meets the second condition in the virtual field, remove the first virtual chess piece from the virtual field and increase the exchange number by 1.

[0389] In some embodiments, the first virtual chess piece is a virtual chess piece owned by the first virtual object, and the exchange conditions may include any one or more of the following:

[0390] The level of the first virtual chess piece reaches a second specified level;

[0391] The first virtual chess piece is a virtual chess piece of a specified chess piece type;

[0392] The first virtual chess piece is equipped with a designated skill;

[0393] The first virtual chess piece is equipped with a designated virtual item.

[0394] In some embodiments, the apparatus further comprises:

[0395] The operation determination module is configured to determine that an exchange operation for the first virtual chess piece has been received in response to receiving an operation of dragging the first virtual chess piece onto the exchange entry control.

[0396] In some embodiments, the apparatus further comprises:

[0397] The mobile display module is used to move the virtual chess pieces that meet the second condition in the virtual scene to an area outside the exchange interface and the exchange sub-interface in response to displaying the exchange sub-interface, and highlight the virtual chess pieces that meet the second condition.

[0398] In some embodiments, the redemption control display module 3002 further includes:

[0399] The fourth exchange number increasing module increases the exchange number by 1 in response to the number of battle rounds in the current battle reaching the specified number of battle rounds.

[0400] In some embodiments, the redemption control display module 3002 is used to display the redemption control in the virtual scene interface in response to the virtual scene being in a specified stage; the specified stage is the round preparation stage or the round battle stage.

[0401] In some embodiments, the redemption control display module 3002 is used to increase the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field by a value corresponding to the specified stage in response to receiving a trigger operation on the redemption control and the number of virtual resources owned by the first virtual object meets the first condition.

[0402] In some embodiments, the upper limit of the number of virtual chess pieces owned by the virtual object in the virtual scene in the virtual field has an initial value, and the initial value is an integer greater than or equal to 2.

[0403] It should be noted that the device provided in the above embodiment only uses the division of the above-mentioned functional modules as an example to implement its functions. In actual applications, the above-mentioned functions can be assigned to different functional modules according to actual needs, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above.

[0404] Regarding the device in the above embodiment, the specific manner in which each module performs operations has been described in detail in the embodiment of the method; the technical effects achieved by each module performing operations are the same as the technical effects in the embodiment of the method, and will not be elaborated here.

[0405] Figure 31 The following is a block diagram of a computer device 3100 according to an exemplary embodiment of the present invention. The computer device 3100 may be a portable mobile terminal, such as a smartphone or tablet computer. The computer device 3100 may also be referred to as a user device, a portable terminal, or other similar names.

[0406] Typically, the computer device 3100 includes a processor 3101 and a memory 3102 .

[0407] The processor 3101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 3101 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 3101 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 3101 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 3101 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0408] The memory 3102 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 3102 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 3102 is used to store at least one instruction, which is executed by the processor 3101 to implement the virtual object control method provided in the embodiments of the present application.

[0409] In some embodiments, the computer device 3100 may further include a peripheral device interface 3103 and at least one peripheral device. Specifically, the peripheral device may include at least one of a radio frequency circuit 3104 , a touch screen display 3105 , a camera 3106 , an audio circuit 3107 , and a power supply 3108 .

[0410] In some embodiments, the computer device 3100 further includes one or more sensors 3109 , including but not limited to an acceleration sensor 3110 , a gyroscope sensor 3111 , a pressure sensor 3112 , an optical sensor 3113 , and a proximity sensor 3114 .

[0411] Those skilled in the art will understand that the structure shown above does not constitute a limitation on the computer device 3100 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0412] In an exemplary embodiment, a chip is further provided, which includes a programmable logic circuit and / or program instructions. When the chip is run on a computer device, it is used to implement the operating method of the virtual scene described in the above aspects.

[0413] In an exemplary embodiment, a computer program product is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions to implement the virtual scene operation methods provided in the above-described method embodiments.

[0414] In an exemplary embodiment, a computer-readable storage medium is further provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the virtual scene operation method provided by the above-mentioned method embodiments.

[0415] 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.

[0416] Those skilled in the art will appreciate that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any media that facilitates the transmission of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0417] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.

Claims

1. A method for operating a virtual scene, characterized in that: The method comprises: A scene interface for displaying a virtual scene, wherein the virtual scene includes a virtual field; the virtual field is used for at least two virtual objects to play against each other using virtual chess pieces; Displaying a redemption control in the virtual scene interface; In response to receiving a trigger operation on the redemption control and the number of virtual resources owned by the first virtual object meets the first condition, the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field is increased; the first virtual object is one of the at least two virtual objects.

2. The method according to claim 1, characterized in that The virtual scene interface includes a target control, and displaying the redemption control in the virtual scene interface includes: In response to receiving a trigger operation on the target control, displaying a redemption interface in the virtual scene interface; the redemption interface includes a redemption entry control; In response to receiving a triggering operation on the exchange entry control, an exchange sub-interface is displayed in the virtual scene interface; the exchange sub-interface includes the exchange control.

3. The method according to claim 2, characterized in that The exchange interface also includes an upgrade control; the method further includes: In response to receiving a trigger operation on the upgrade control, upgrading the level of the first virtual object; When the level of the first virtual object reaches a first specified level, the redemption entry control is activated.

4. The method according to claim 2, characterized in that The redemption entry control displays the number of redemptions possible; In response to receiving a trigger operation on the exchange control and the number of virtual resources owned by the first virtual object meeting an exchange condition, increasing an upper limit on the number of virtual chess pieces owned by the first virtual object in the virtual field includes: In response to receiving a trigger operation on the exchange control, the number of virtual resources owned by the first virtual object meets the exchange condition, and the number of exchangeable times is not 0, increasing the number of virtual chess pieces owned by the first virtual object in the virtual field by 1; The method further comprises: The number of redemptions displayed on the redemption entry control is reduced by 1.

5. The method according to claim 2, characterized in that The redemption entry control displays the quantity of resources corresponding to the first condition.

6. The method according to claim 4, characterized in that The first virtual object corresponds to a virtual card, and the method further includes: In response to the number of virtual cards corresponding to the first virtual object played in the current battle reaching a first specified value, the number of redemption times is increased by 1; the current battle includes one or more battle rounds.

7. The method according to claim 6, characterized in that In response to the total number of virtual cards corresponding to the first virtual object played in the current battle reaching a first specified value, increasing the number of redemption times by 1 includes: In response to the number of chess piece virtual cards corresponding to the first virtual object played in this game reaching the first specified value, the number of exchangeable times is increased by 1; the chess piece virtual cards are used to add the virtual chess pieces to the virtual field.

8. The method according to claim 4, characterized in that The first virtual object corresponds to a virtual card, and the method further includes: In response to playing a designated virtual card corresponding to the first virtual object, the number of redemption times is increased by 1.

9. The method according to claim 4, characterized in that The method further comprises: In response to receiving an exchange operation for a first virtual chess piece that meets a second condition in the virtual field, the first virtual chess piece is removed from the virtual field, and the number of exchangeable times is increased by 1.

10. The method according to claim 9, characterized in that The first virtual chess piece is the virtual chess piece owned by the first virtual object, and the exchange condition may include any one or more of the following: The level of the first virtual chess piece reaches a second specified level; The first virtual chess piece is a virtual chess piece of a specified chess piece type; The first virtual chess piece is equipped with a designated skill; The first virtual chess piece is equipped with a designated virtual item.

11. The method according to claim 9, characterized in that In response to receiving an exchange operation for a first virtual chess piece that meets a second condition in the virtual field, removing the first virtual chess piece from the virtual field and increasing the number of exchangeable pieces by 1, the method further includes: In response to receiving an operation of dragging the first virtual chess piece onto the exchange entry control, it is determined that the exchange operation for the first virtual chess piece is received.

12. The method according to claim 11, characterized in that In response to receiving the operation of dragging the first virtual chess piece onto the exchange entry control, before determining that the exchange operation for the first virtual chess piece is received, the method further includes: In response to displaying the exchange sub-interface, the virtual chess piece in the virtual scene that meets the second condition is moved to an area outside the exchange interface and the exchange sub-interface, and the virtual chess piece that meets the second condition is highlighted.

13. The method according to claim 4, characterized in that The method further comprises: In response to the number of battle rounds in the current battle reaching the specified number of battle rounds, the number of redeemable times is increased by 1.

14. The method according to claim 1, wherein The displaying of the redemption control in the virtual scene interface includes: In response to the virtual scene being in a designated stage, a redemption control is displayed in the virtual scene interface; the designated stage is a round preparation stage or a round battle stage.

15. The method according to claim 14, characterized in that In response to receiving a trigger operation on the redemption control and the number of virtual resources owned by the first virtual object meeting a first condition, increasing the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field includes: In response to receiving a trigger operation on the redemption control and the number of virtual resources owned by the first virtual object meets a first condition, the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field is increased by a value corresponding to the specified stage.

16. The method according to any one of claims 1 to 15, characterized in that The method further comprises: The upper limit of the number of the virtual chess pieces owned by the virtual object in the virtual scene in the virtual field has an initial value, and the initial value is an integer greater than or equal to 2.

17. A device for operating a virtual scene, characterized in that: The device comprises: A scene interface display module, configured to display a scene interface of a virtual scene, wherein the virtual scene includes a virtual field; the virtual field is used for at least two virtual objects to play against each other using virtual chess pieces; An exchange control display module, configured to display an exchange control in the virtual scene interface; A quantity upper limit increasing module is used to increase the upper limit of the number of virtual chess pieces owned by the first virtual object in the virtual field in response to receiving a trigger operation on the redemption control and the number of virtual resources owned by the first virtual object meets a first condition; the first virtual object is one of the at least two virtual objects.

18. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one computer instruction, and the at least one computer instruction is loaded and executed by the processor to implement the virtual scene operation 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 instruction, and the computer instruction is loaded and executed by a processor to implement the virtual scene operation method according to any one of claims 1 to 16.

20. A computer program product, characterized in that The computer program product includes computer instructions, which are stored in a computer-readable storage medium; the computer instructions are read and executed by a processor of a computer device to implement the virtual scene operation method according to any one of claims 1 to 16.