Chess game interaction method and device, computer equipment and storage medium
By displaying marker messages in the spectator and game interfaces of chess games, the problem of inefficient voice communication between the spectator and the spectated side is solved, enabling more efficient data transmission and interaction, and enhancing the spectator assistance function.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-02
- Publication Date
- 2026-03-10
AI Technical Summary
In turn-based board games, the difficulty in clearly communicating with the spectator during a match results in low interaction efficiency.
By displaying marker messages in the spectator and game interfaces, the spectator and the spectated can view battle data, including piece status and synergy information, thus achieving intuitive data transmission.
It improves the efficiency of interaction between the observer and the observed, saves time on wording and understanding, increases the diversity of interaction methods, and ensures that the observed can take timely countermeasures.
Smart Images

Figure CN121623334A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to an interactive method, apparatus, computer device, and storage medium for a board game. Background Technology
[0002] Turn-based board games are a type of game where players engage in combat using pieces. After placing their pieces on the board, the game application automatically controls the pieces to battle. Turn-based board games often include a spectator function, allowing players not currently participating to watch the game in real-time.
[0003] In related technologies, the spectator can communicate with the spectated party via voice on the spectator interface, but there are situations where it is difficult to express one's views clearly through voice communication, resulting in low interaction efficiency. Summary of the Invention
[0004] This application provides an interactive method, apparatus, computer device, and storage medium for chess games, which can effectively save operation time and improve the interaction efficiency between the spectator and the spectated. The technical solution is as follows:
[0005] On the one hand, an interactive method for a board game is provided, the method comprising:
[0006] The spectator interface is used to display the piece battle situation in the game where the target object is located.
[0007] In response to a marking operation on any battle data of a first object in the game, a marking message is displayed, the marking message being used to prompt the target object to view the battle data of the first object; wherein, the first object is any object in the game.
[0008] On the other hand, an interactive method for a board game is provided, the method comprising:
[0009] The game interface is displayed to show the piece battle situation in the game where the target object is located. The target object is the object controlled by this terminal.
[0010] The game interface displays a marker message, which is used to prompt the target object to view the battle data of the first object. The marker message is sent to the target object by the object currently watching the game in which the target object is playing. The first object can be any object in the game.
[0011] On the other hand, an interactive device for a board game is provided, the device comprising:
[0012] The first display module is used to display the spectator interface, which is used to show the piece battle situation of the game in which the target object is located.
[0013] The second display module is used to display a marking message in response to a marking operation on any battle data of the first object in the game. The marking message is used to prompt the target object to view the battle data of the first object; wherein, the first object is any object in the game.
[0014] Optionally, the second display module is configured to perform at least one of the following:
[0015] In response to the marking operation on the first piece of the first object, a first marking message is displayed. The first marking message is used to prompt the target object to see that the first object already owns the first piece.
[0016] In response to the marking operation on the chess piece attribute data of the second chess piece of the first object, a second marking message is displayed. The second marking message is used to prompt the target object to see that the first object has the second chess piece and the second chess piece has the chess piece attribute data.
[0017] In response to the marking operation of the first bond of the first object, a third marking message is displayed, the third marking message being used to prompt the target object to see that the first bond of the first object has been activated;
[0018] In response to the marking operation of the bond attribute data of the second bond of the first object, a fourth marking message is displayed, the fourth marking message being used to prompt the target object to see that the first object has activated the second bond and the second bond has the bond attribute data;
[0019] In response to the marking operation on the object attribute data of the first object, a fifth marking message is displayed, which prompts the target object to view that the first object has the object attribute data.
[0020] Optionally, the second display module is used for:
[0021] Based on the spectator interface, the chessboard where the first object is located is displayed, and the chessboard where the first object is located is used to display the chess piece battle situation between the first object and at least one other object.
[0022] In response to a marking operation on any battle data of the first object on the chessboard where the first object is located, the marking message is displayed.
[0023] Optionally, the device further includes:
[0024] The chessboard switching module is used to switch the currently displayed chessboard of the first object to the chessboard of the second object in response to the chessboard viewing operation of the second object in the game. The chessboard of the second object is used to display the piece battle between the second object and at least one other object.
[0025] Optionally, the second display module is configured to perform any of the following:
[0026] The spectator interface displays a marker control, and in response to the operation of dragging the marker control onto the battle data, the marker message is displayed.
[0027] In response to a press operation on the battle data, the marker message is displayed;
[0028] In response to the operation of dragging the battle data to the location of the target object, the marking message is displayed;
[0029] In response to the operation of dragging the avatar of the target object onto the battle data, the marker message is displayed.
[0030] Optionally, the second display module is configured to perform at least one of the following:
[0031] The marked message is displayed in the top area of the spectator interface;
[0032] The marker message is displayed in the spectator interface based on the location of the first object;
[0033] The marker message is displayed in the spectator interface based on the location of the battle data.
[0034] Optionally, the second display module is further configured to:
[0035] When the display duration of the marked message reaches the preset duration, the display of the marked message is canceled.
[0036] Optionally, the second display module is further configured to:
[0037] If the battle situation data changes, the updated marker message is displayed. The updated marker message is used to prompt the target object to view the changed battle situation data of the first object.
[0038] Optionally, the second display module is used for:
[0039] If the battle data changes and the changed battle data meets the prompting conditions, the updated marker message will be displayed on the spectator interface.
[0040] On the other hand, an interactive device for a board game is provided, the device comprising:
[0041] The first display module is used to display the game interface, which is used to show the piece battle situation of the game in which the target object is located, and the target object is the object controlled by this terminal;
[0042] The second display module is used to display a marker message based on the game interface. The marker message is used to prompt the target object to view the battle data of the first object. The marker message is prompted to the target object by the object currently watching the game in which the target object is playing. The first object can be any object in the game.
[0043] Optionally, the second display module is configured to perform at least one of the following:
[0044] Based on the game interface, a first marker message is displayed, which is used to prompt the target object to see that the first object already has the first piece;
[0045] Based on the game interface, a second marker message is displayed. The second marker message is used to prompt the target object to see that the first object has a second piece and the second piece has piece attribute data.
[0046] Based on the third marker message displayed on the game interface, the third marker message is used to prompt the target object to check that the first object has activated the first synergy;
[0047] Based on the fourth marker message displayed on the game interface, the fourth marker message is used to prompt the target object to view that the first object has activated the second synergy and the second synergy has synergy attribute data;
[0048] The fifth marker message is displayed on the game interface to prompt the target object to view the object attribute data of the first object.
[0049] Optionally, the second display module is configured to perform at least one of the following:
[0050] The marked message is displayed in the top area of the game interface;
[0051] The marker message is displayed in the game interface based on the location of the first object;
[0052] The marker message is displayed in the game interface based on the location of the battle data.
[0053] Optionally, the second display module is further configured to:
[0054] When the display duration of the marked message reaches the preset duration, the display of the marked message is canceled.
[0055] Optionally, the second display module is further configured to:
[0056] If the battle data changes, the updated marker message is displayed on the game interface. The updated marker message is used to prompt the target object to view the changed battle data of the first object.
[0057] Optionally, the second display module is used for:
[0058] If the battle data changes and the changed battle data meets the prompt conditions, the updated marker message will be displayed on the game interface.
[0059] Optionally, the device further includes:
[0060] A sharing module is used to send the tagging message to other objects in the game besides the target object in response to a sharing operation on the tagging message.
[0061] Optionally, the sharing module is used for:
[0062] In response to a sharing operation on the marked message, the marked message is sent to all objects in the game except the target object; or,
[0063] In response to a sharing operation of the tag message, other objects in the game besides the target object are displayed; in response to a selection operation of at least one displayed object, the tag message is sent to at least one selected object.
[0064] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to perform the operations performed by the interactive method of the board game as described above.
[0065] On the other hand, a computer-readable storage medium is provided that stores at least one computer program, which is loaded and executed by a processor to perform the operations performed by the interactive method of the board game as described above.
[0066] On the other hand, a computer program product is provided, including a computer program loaded and executed by a processor to perform the operations performed by the interactive method of the board game as described above.
[0067] The solution provided in this application allows the spectator to mark any battle data of any object on the spectator interface, thus providing a corresponding marked message to prompt the spectated party to view the battle data of that object. The spectated party can intuitively and quickly grasp the messages transmitted in real time by the spectator. Compared with voice communication, this effectively saves the spectator's wording time and the spectated party's comprehension time, which is conducive to improving the interaction efficiency between the spectator and the spectated party. Furthermore, by marking battle data to prompt the spectated party, the spectator can enable the spectated party to take timely countermeasures, thereby preventing the spectated party from missing important information in the game. This allows the spectator to provide game assistance to the spectated party while spectating, increasing the diversity of interaction methods between the spectator and the spectated party. Attached Figure Description
[0068] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of the embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0069] Figure 1 This is a schematic diagram of the implementation environment of an interaction method for a board game provided in an embodiment of this application;
[0070] Figure 2 This is a flowchart illustrating an interaction method for a board game provided in an embodiment of this application;
[0071] Figure 3 This is a flowchart of another interactive method for a board game provided in an embodiment of this application;
[0072] Figure 4 This is a flowchart of another interactive method for a board game provided in an embodiment of this application;
[0073] Figure 5 This is a schematic diagram of a spectator interface provided in an embodiment of this application;
[0074] Figure 6 This is a schematic diagram of another spectator interface provided in an embodiment of this application;
[0075] Figure 7 This is a schematic diagram of another spectator interface provided in an embodiment of this application;
[0076] Figure 8 This is a schematic diagram of another spectator interface provided in an embodiment of this application;
[0077] Figure 9 This is a schematic diagram of another spectator interface provided in an embodiment of this application;
[0078] Figure 10 This is a schematic diagram of another spectator interface provided in an embodiment of this application;
[0079] Figure 11 This is a schematic diagram of another spectator interface provided in an embodiment of this application;
[0080] Figure 12 This is a flowchart of another interactive method for a board game provided in an embodiment of this application;
[0081] Figure 13 This is a flowchart of another interactive method for a board game provided in an embodiment of this application;
[0082] Figure 14 This is a flowchart of another interactive method for a board game provided in an embodiment of this application;
[0083] Figure 15 This is a schematic diagram of the structure of an interactive device for a board game provided in an embodiment of this application;
[0084] Figure 16 This is a schematic diagram of the structure of an interactive device for another board game provided in an embodiment of this application;
[0085] Figure 17 This is a schematic diagram of the structure of an interactive device for another board game provided in an embodiment of this application;
[0086] Figure 18 This is a schematic diagram of the structure of an interactive device for another board game provided in an embodiment of this application;
[0087] Figure 19 This is a schematic diagram of the structure of a terminal provided in an embodiment of this application. Detailed Implementation
[0088] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0089] It is understood that the terms "first," "second," etc., used in this application may be used to describe various concepts herein, but unless otherwise stated, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another. For example, without departing from the scope of this application, a first enemy identifier may be referred to as a second enemy identifier, and similarly, a second enemy identifier may be referred to as a first enemy identifier.
[0090] "At least one" refers to one or more pieces. For example, at least one piece can be one piece, two pieces, three pieces, or any integer number of pieces greater than or equal to one. "Multiple" refers to two or more pieces. For example, multiple pieces can be two pieces, three pieces, or any integer number of pieces greater than or equal to two. "Each" refers to each of the at least one pieces. For example, each piece refers to each of the multiple pieces. If the multiple pieces consist of three pieces, then each piece refers to each of the three pieces.
[0091] It should be noted that the information (including but not limited to user equipment information, user personal information, etc.), data (including but not limited to data used for analysis, data stored, data displayed, etc.) and signals (including but not limited to signals transmitted between user terminals and other devices) involved in this application have all been fully authorized by the user or relevant parties, and the collection, use and processing of the relevant data shall comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0092] First, let's introduce the terms used in the embodiments of this application:
[0093] Turn-based board games: These are games where "pieces" are pre-arranged before the game begins, and during the game, these pieces automatically engage in combat based on the pre-arranged layout. The "pieces" are typically represented by virtual characters who automatically unleash various skills during the game. Battles are usually turn-based; when all of a player's "pieces" are eliminated (i.e., their virtual character's health points drop to zero), that player loses the turn. In some embodiments, in addition to the "piece-type virtual characters" for the two players, each player also has a virtual character representing the user participating in the game. This virtual character cannot be moved to the battle area or piece candidate area as a "piece," and it also has health points (or life points). These health points decrease (indicating loss) or remain unchanged (indicating victory) based on the outcome of each round. When a virtual character's health points drop to zero, the user associated with that virtual character exits the game, and the remaining users continue. Optionally, turn-based board games include auto-chess.
[0094] Auto Chess is an in-game collectible hero card game for eight players, each occupying a chessboard. Each round consists of two phases: a preparation phase where players purchase hero pieces from the shop and arrange them on the board; and a battle phase where both sides lock their lineups and the pieces automatically engage in combat until one side's pieces are all eliminated. The player whose pieces are all eliminated loses the round and loses health. The game continues, with new opponents being matched until a player's health is ≤0, at which point they are eliminated. The last remaining player wins the game (1st place).
[0095] Chessboard: refers to the area in the turn-based chess game interface used for preparing for and conducting the game. The chessboard can be any of the following: a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, or a three-dimensional virtual chessboard. This application does not limit the scope of the application.
[0096] The chessboard is divided into a battle zone and a preparation zone. The battle zone includes several identical battle squares for placing pieces that will engage in combat during the battle. The preparation zone includes several candidate piece positions for placing candidate pieces that will not participate in the battle and can be dragged and dropped into the battle zone during the preparation phase. This embodiment of the application illustrates the use of pieces located in both the battle zone and the preparation zone as examples.
[0097] Regarding the arrangement of the game squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) battle squares, illustratively, where n is an integer multiple of 2, and adjacent rows of squares are aligned, or adjacent rows of squares are staggered. Furthermore, the battle area is divided into two parts by rows: the player's battle area and the opponent's battle area. The participating users are located on the top and bottom sides of the battle interface, respectively, and during the preparation phase, users can only place pieces in their own battle area. In other embodiments, the battle area is divided into two parts by columns: the player's battle area and the opponent's battle area, respectively, and the participating users are located on the left and right sides of the battle interface, respectively. The shape of the battle squares can be any of squares, rectangles, circles, or hexagons; this application does not limit the shape of the squares. In some embodiments, the battle squares are always displayed on the board; in other embodiments, the battle squares are displayed when the user places their pieces, and are removed from the display after a piece is placed in a square.
[0098] Virtual characters: These refer to pieces placed on the board in turn-based board games, including combat pieces and pieces sold in the shop. Combat pieces include those in the combat zone and those in the preparation zone. Virtual characters can be virtual pieces, virtual characters, virtual animals, anime characters, etc., and can be displayed using 3D models. After purchasing pieces sold in the shop, users can combine them with their existing combat pieces to trigger beneficial combat effects, or they can participate in the game independently as combat pieces.
[0099] Optionally, the positions of the pieces on the board can be changed. During the preparation phase, the user can adjust the positions of pieces in the battle zone, adjust the positions of pieces in the preparation zone, move pieces in the battle zone to the preparation zone (if there are available candidate pieces in the preparation zone), or move pieces in the preparation zone to the battle zone. It should be noted that during the battle phase, the positions of pieces in the preparation zone can also be adjusted.
[0100] Optionally, during the battle phase, the position of the pieces in the battle zone differs from that in the preparation phase. For example, during the battle phase, a piece can automatically move from its own battle zone to the opponent's battle zone and attack the opponent's pieces; or, a piece can automatically move from position A in its own battle zone to position B in its own battle zone.
[0101] Furthermore, during the preparation phase, pieces can only be placed in one's own battle zone, and pieces placed by the opponent are not visible on the board.
[0102] Regarding the acquisition method of game pieces, in some embodiments, during the game, users can use gold coins to purchase game pieces in the shop during the preparation phase.
[0103] Attributes: In turn-based chess games, each piece possesses its own attributes, which include at least two of the following: the piece's faction (e.g., Alliance A, Alliance B, Neutral, etc.), the piece's type (e.g., Warrior, Archer, Mage, Assassin, Guardian, Swordsman, Gunner, Fighter, etc.), the piece's attack type (e.g., Magic, Physical, etc.), the piece's identity (e.g., Noble, Demon, Elf, etc.), and the piece's level (players can acquire level 1 pieces from the shop; three level 1 pieces can be combined to form a level 2 piece; the higher the level, the higher the piece's combat power). This embodiment does not limit the specific types of attributes. Optionally, each piece possesses at least two dimensions of attributes, and the equipment equipped by the piece can enhance its attributes.
[0104] Synergy: Provides additional buffs to units. A synergy is activated when the number of units with the same synergy reaches a certain activation threshold. After activation, units with that synergy, or all units in the battle zone, receive the corresponding buff. The higher the number of units with the same synergy, the higher the synergy stack, and the stronger the additional buffs received by the units.
[0105] Optionally, the synergy corresponding to a chess piece can be its attribute. When different chess pieces have the same attribute and the number reaches the activation condition, the synergy is activated. For example, when there are two chess pieces with the attribute of Warrior in the battle zone, all battle pieces gain a 10% defense bonus; when there are four chess pieces with the attribute of Warrior in the battle zone, all battle pieces gain a 20% defense bonus; when there are three chess pieces with the attribute of Elf in the battle zone, all battle pieces gain a 20% dodge chance bonus.
[0106] Shop: In-game, players can use in-game gold to purchase chess pieces (heroes). Typically, the shop displays 5 random heroes (repeated heroes are allowed). The shop has different levels; higher-level shops have a higher probability of displaying higher-tier heroes. The initial level is usually 1-3 (this may vary depending on the auto-chess game). Players can upgrade the shop using gold.
[0107] Figure 1 This is a schematic diagram illustrating the implementation environment of an interactive method for a board game provided in this application. The implementation environment includes: a first terminal 110, a server 120, and a second terminal 130.
[0108] The first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 can be a turn-based chess game program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. This client can be a client for an auto chess game. The first terminal 110 is the terminal used by the first user 112. During the preparation phase of the game, the first user uses the first terminal 110 to place the pieces in the battle area of the chessboard. During the battle phase, the first terminal 110 or the server 120 automatically controls the pieces to fight based on the attributes, skills, and layout of the pieces in the battle area.
[0109] 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 a client for an auto chess game. The second terminal 130 is the terminal used by the second user 113. During the preparation phase of the game, the second user uses the second terminal 130 to place the pieces in the battle area of the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the pieces to fight based on the attributes, skills, and layout of the pieces in the battle area.
[0110] In one possible implementation, the pieces placed by the first user via the first terminal 110 and the pieces placed by the second user via the second terminal 130 are located in different battle zones on the same chessboard, meaning the first user and the second user are on the same chessboard in the same game. Alternatively, the pieces placed by the first user via the first terminal 110 and the pieces placed by the second user via the second terminal 130 are located on different chessboards, meaning the first user and the second user are on different chessboards in the same game. It should be noted that, in one optional embodiment, a game of turn-based chess involves eight user accounts. Each round, the eight user accounts are paired up, and the two paired user accounts play against each other on the same chessboard in that round.
[0111] In one possible implementation, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of a plurality of terminals, and the second terminal 130 can refer to another of a plurality of terminals; this embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers. The following embodiments use smartphones as examples.
[0112] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal (i.e., a user playing against artificial intelligence), or eight terminals (eight users playing in a round-robin format to determine a winner), or more. This application does not limit the number or type of terminals in its embodiments.
[0113] It should be noted that, Figure 1Only two terminals are shown in the diagram, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 may also be terminals corresponding to developers, on which a development and editing platform for clients supporting virtual environments is installed. Developers can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via 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.
[0114] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0115] 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 3D virtual environment (clients for turn-based chess games / auto chess games). Optionally, server 120 undertakes the primary computational work, and the terminal undertakes secondary computational work; or, server 120 undertakes secondary computational work, and the terminal undertakes primary computational work; or, server 120 and the terminal collaborate on computation using a distributed computing architecture.
[0116] In one possible implementation, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. Processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124. User account database 123 stores data about user accounts used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and the service area where the user account is located. Battle service module 124 provides multiple battle rooms for users to play against each other. User-facing I / O interface 125 establishes communication and exchanges data with first terminal 110 and / or second terminal 130 via wireless or wired network.
[0117] Based on the above introduction to turn-based board games and the description of the implementation environment, the interaction method of the board game provided in this application embodiment will be described, taking the execution subject of the method as... Figure 1 The example shown uses a terminal, or a client running on that terminal. The client running on this terminal is a client for an application, specifically a turn-based board game.
[0118] Figure 2This is a flowchart illustrating an interaction method for a board game provided in an embodiment of this application. The embodiments of this application can be derived from the above... Figure 1 It can be executed by any terminal in the system, for example, by the first terminal 110. See also Figure 2 The method includes:
[0119] 201. The terminal displays the spectator interface, which is used to show the piece battle situation in the game where the target is located.
[0120] This application embodiment is applied to a chess game, in which multiple objects participate in the game. Each object can purchase chess pieces from the shop provided by the chess game, and the chess pieces purchased by each object are used to compete against each other.
[0121] Among them, the board games offer a spectator function. When the target object participates in a game of board games, any other object can spectate the game in which the target object is playing. The spectator's terminal displays a spectator interface, which shows the piece battle situation in the game in which the target object is playing.
[0122] Optionally, the object in the embodiments of this application can be an account, etc.
[0123] 202. In response to the marking operation of any battle data of the first object in the game, the terminal displays a marking message. The marking message is used to prompt the target object to view the battle data of the first object; where the first object is any object in the game.
[0124] The spectator interface displays the battle data of any participant in the match. The battle data is used to represent the battle situation of the participants. The spectator can mark the battle data of any participant to prompt the target to view the marked battle data.
[0125] The target object's match includes the first object. Taking the first object as an example, if the spectating side wants to prompt the target object to view the first object's battle data, they will perform a marking operation on the first object's battle data. The terminal responds to this marking operation by displaying a marking message. This marking message is used to prompt the target object to view the first object's battle data; in other words, this marking message reminds the target object to pay attention to the first object's battle data.
[0126] It should be noted that the first object can be the target object or any other object in the game besides the target object. If the first object is the target object, the marker message can remind the target object to pay attention to its own battle data. If the first object is any other object besides the target object, the marker message can remind the target object to pay attention to the battle data of other players.
[0127] The method provided in this application allows the spectator to mark any battle data of any object on the spectator interface, thus providing a corresponding marking message to prompt the spectated party to view the battle data of that object. The spectated party can intuitively and quickly grasp the messages transmitted in real time by the spectator. Compared with voice communication, this effectively saves the spectator's wording time and the spectated party's comprehension time, which is conducive to improving the interaction efficiency between the spectator and the spectated party. Furthermore, by marking battle data to prompt the spectated party, the spectator can enable the spectated party to take timely countermeasures, thereby preventing the spectated party from missing important information in the game. This allows the spectator to provide game assistance to the spectated party while spectating, increasing the diversity of interaction methods between the spectator and the spectated party.
[0128] Figure 3 This is a flowchart of another interactive method for a board game provided in this application embodiment. This application embodiment can be derived from the above... Figure 1 It can be executed by any terminal in the system, for example, by the second terminal 130. See also Figure 3 The method includes:
[0129] 301. The terminal displays the game interface, which is used to show the piece battle situation of the game in which the target object is located. The target object is the object controlled by this terminal.
[0130] This application embodiment is applied to a chess game, in which multiple objects participate in the game. Each object can purchase chess pieces from the shop provided by the chess game, and the chess pieces purchased by each object are used to compete against each other.
[0131] The terminal displays the piece battle situation of the target object being controlled by the terminal on the game interface.
[0132] 302. The terminal displays a marker message based on the game interface. The marker message is used to prompt the target object to view the battle data of the first object. The marker message is prompted by the object currently watching the target object's game. The first object is any object in the game.
[0133] Among them, the chess game provides a spectator function. When the target object participates in a game in the chess game, any object can spectate the game in which the target object is playing. The spectating object can mark the battle data of any object participating in the game, so as to prompt the target object to view the marked battle data.
[0134] The target object's match includes the first object. Taking the first object as an example, if the spectator marks the first object's battle data, the terminal displays the corresponding marking message on the match interface. This marking message is used to prompt the target object to view the first object's battle data. In other words, this marking message can remind the target object to pay attention to the first object's battle data.
[0135] It should be noted that the first object can be the target object or any other object in the game besides the target object.
[0136] The method provided in this application allows the spectator to mark any battle data of any object on the spectator interface, thus providing a corresponding marking message to prompt the spectated party to view the battle data of that object. The spectated party can intuitively and quickly grasp the messages transmitted in real time by the spectator. Compared with voice communication, this effectively saves the spectator's wording time and the spectated party's comprehension time, which is conducive to improving the interaction efficiency between the spectator and the spectated party. Furthermore, by marking battle data to prompt the spectated party, the spectator can enable the spectated party to take timely countermeasures, thereby preventing the spectated party from missing important information in the game. This allows the spectator to provide game assistance to the spectated party while spectating, increasing the diversity of interaction methods between the spectator and the spectated party.
[0137] The above Figure 2 The example provided is merely a brief description of the execution process on the spectator's terminal. The following... Figure 4 The embodiments provide a detailed description of the execution process of the spectator's terminal in the interaction method of chess games. Figure 4 This is a flowchart of another interactive method for a board game provided in this application embodiment. This application embodiment can be derived from the above... Figure 1 It can be executed by any terminal in the system, for example, by the first terminal 110. See also Figure 4 The method includes:
[0138] 401. The first terminal displays the spectator interface, which is used to show the piece battle situation in the game where the target is located.
[0139] In one possible implementation, a first terminal is logged in with a third object, and a second terminal is logged in with a target object. The third object is the spectator, and the target object is the spectated object. Optionally, the third object and the target object have a relationship, such as being friends with each other.
[0140] In this embodiment, the target object logged in on the second terminal participates in a chess game, controlling its pieces to battle against the pieces of other objects. A third object logged in on the first terminal can request to spectate the game in which the target object is playing. The first terminal displays a spectating interface showing the piece battles in the target object's game.
[0141] 402. The first terminal displays the chessboard where the first object is located based on the spectator interface. The chessboard where the first object is located is used to display the chess pieces of the first object playing against at least one other object. The first object is any object in the game.
[0142] The chess game in this embodiment is a turn-based chess game. In each round, the multiple participants are divided into multiple groups, each group including at least two participants. Each group of participants plays against each other on the same board. The first terminal can display the board of any participant on the spectator interface.
[0143] Taking the first object as an example, the first terminal can display the chessboard where the first object is located based on the spectator interface. The chessboard where the first object is located displays the chess pieces of the first object playing against at least one other object.
[0144] It should be noted that the first object in this application embodiment can be the target object or other objects in the game besides the target object. That is, when watching the game in which the target object is located, not only can the game interface display the chessboard where the target object is located and the game situation of the target object's pieces against other objects, but it can also display the chessboards where other objects in the game in which the target object is located and the game situation of the other objects' pieces against other objects.
[0145] Figure 5 This is a schematic diagram of a spectator interface provided in an embodiment of this application. Taking the game where the spectator target "Niu Niu" is located as an example, if the spectator interface displays the chessboard where the target target "Niu Niu" is located, then as follows... Figure 5 As shown, the spectator interface displays the battle zone 501 and the preparation zone 502. Battle zone 501 displays the chessboard, which includes the player's area (solid lines) and the opponent's area (dashed lines). The player's area includes the target "Niu Niu's" already deployed pieces A, B, and C. Preparation zone 502 includes the target "Niu Niu's" owned but not yet deployed piece A.
[0146] The spectator interface also includes multiple objects 503, which include the target object (gray area) and other objects in the same match as the target object (white area). Taking the target object as an example, the area where the target object is located includes the target object's nickname, avatar, and accumulated score.
[0147] The spectator interface also displays several controls: 504 (synergy), 505 (shop entrance), 506 (upgrade), and 507 (marking). The shop entrance control 505 triggers entry into the shop and displays the target's current gold balance. The upgrade control 506 is used for upgrades and displays the required gold. The marking control 507 is used to mark battle data, as detailed in step 403 below. It should be noted that since the spectator interface only provides spectating functionality, the spectator cannot participate in the match. Therefore, the shop entrance control 505 and upgrade control 506 displayed in the spectator interface are not triggerable by the spectator. However, the marking control 507 is triggerable by the spectator, allowing them to mark the battle data displayed in the spectator interface.
[0148] In one possible implementation, the chessboard displayed on the spectator interface can be switched during the spectator session. Taking switching the chessboard of the first object in the spectator interface to the chessboard of the second object as an example, the first terminal responds to the operation of viewing the chessboard of the second object in the game by switching the currently displayed chessboard of the first object to the chessboard of the second object. The chessboard of the second object is used to display the piece battle situation between the second object and at least one other object.
[0149] Here, the first object and the second object are any two different objects in the game.
[0150] Optionally, the spectator interface displays various objects participating in the game. In response to a trigger operation on the second object, the first terminal displays the chessboard viewing control of the second object. In response to a trigger operation on the chessboard viewing control of the second object, the chessboard currently displayed by the first object is switched to the chessboard of the second object.
[0151] Optionally, the first terminal displays the chessboard where the first object is located from the perspective of the first object in the spectator interface. If the first object and the second object are on the same chessboard, that is, the first object and the second object are currently playing a game on the same chessboard, the first terminal responds to the chessboard viewing operation of the second object by switching the currently displayed chessboard from the perspective of the first object to the perspective of the second object.
[0152] In this embodiment, the spectator can switch which object's chessboard is displayed in the spectator interface, and then mark the object's battle data on that chessboard. This allows the spectator to mark the battle data of any object participating in the game, improving the flexibility of marking battle data.
[0153] 403. The first terminal responds to the marking operation of any battle data of the first object in the chessboard where the first object is located, and displays a marking message. The marking message is used to prompt the target object to view the battle data of the first object.
[0154] The first object's battle data is displayed on the chessboard. If the observing object wants to remind the target object of the first object's battle data, it can perform a marking operation on the battle data. The first terminal responds to the marking operation and displays the corresponding marking message.
[0155] In this embodiment of the application, the spectator interface can display the chessboard where any object participating in the game is located. The spectator can view the piece battle situation of that object on the chessboard, and then the spectator can mark the battle data of that object on the chessboard. This makes it easier for the spectator to mark the battle data of any object based on the piece battle situation of that object, which helps to improve the convenience of the spectator in marking the battle data.
[0156] In one possible implementation, the battle situation data of the first object can include multiple types of battle situation data, with different marking messages displayed when different types of battle situation data are marked. Based on the type of battle situation data, the following scenarios are possible.
[0157] (1) In response to the marking operation of the first piece of the first object, display the first marking message, which is used to prompt the target object to see that the first object has the first piece.
[0158] In other words, the battle data for the first object is the first piece owned by the first object. Spectators can mark the first object's first piece to alert other objects that the first object already owns it. For example, the first marking message includes the first object's nickname and the name of the first piece to indicate that the first object owns the first piece.
[0159] (2) In response to the marking operation on the chess piece attribute data of the second chess piece of the first object, a second marking message is displayed. The second marking message is used to prompt the target object to see that the first object has a second chess piece and the second chess piece has chess piece attribute data.
[0160] In other words, the battle data of the first object can be the attribute data of the second piece owned by the first object. By marking the attribute data of the second piece of the first object, the spectator can remind the target object that the first object has a second piece and that the second piece has the attribute data.
[0161] Optionally, the attributes of a piece may include its level, health, and number of pieces.
[0162] The second piece's attribute data can include its level data, indicating the level the second piece has reached. The second marker message then prompts the target object to view the second piece the first object already owns and its level. For example, the second marker message could include the first object's nickname, the second piece's name, and its level to indicate that the first object owns the second piece and its level.
[0163] The second piece's attribute data can be its health points, indicating its current remaining health. The second marker message then prompts the target object to view the second piece the first object already owns and its health points. For example, the second marker message could include the first object's nickname, the second piece's name, and its health points to indicate that the first object owns the second piece and its remaining health.
[0164] The second piece's attribute data can be the number of pieces, indicating how many second pieces the first object already possesses. The second marker message then prompts the target object to view the second pieces the first object already owns and their quantity. For example, the second marker message could include the first object's nickname, the second piece's name, and the number of second pieces, to indicate that the first object already owns second pieces and the quantity of those pieces.
[0165] In this embodiment of the application, when the spectator marks the second piece of the first object, the spectator can additionally mark the piece attribute data of the second piece, thereby reminding the target object to pay attention to a certain specific attribute of the second piece of the first object, so as to provide the target object with clearer tactical guidance.
[0166] (3) In response to the marking operation of the first bond of the first object, a third marking message is displayed. The third marking message is used to prompt the target object to check that the first object has activated the first bond.
[0167] In this embodiment of the application, chess pieces in the chess game have corresponding bonds. When the number of chess pieces with the same bond reaches the activation condition, the bond is activated and is used to generate additional buff effects.
[0168] For example, a certain set of chess pieces includes pieces A, B, C, and D. Piece A has the "Wizard" synergy, piece B has the "Brawler" synergy, piece C has the "Brawler" synergy, and piece D has the "Shapeshifter" synergy. The activation condition for the "Wizard" synergy is having one piece with that synergy; the activation condition for the "Brawler" synergy is having two pieces with that synergy; and the activation condition for the "Shapeshifter" synergy is having two pieces with that synergy. Therefore, players can activate the "Wizard" and "Brawler" synergies. Optionally, synergies also have levels. The more pieces that have the same synergy, the higher the level of the activated synergy. For example, having 1 piece with the "Wizard" synergy activates the "Wizard" synergy at level 1, having 2 pieces with the "Wizard" synergy activates the "Wizard" synergy at level 2, and having 4 pieces with the "Wizard" synergy activates the "Wizard" synergy at level 3.
[0169] In other words, the first target's battle status data can be the first active synergy. Spectators can mark the first target's first synergy to alert them that the first target has activated it. For example, the third marking message includes the first target's nickname and the name of the first synergy to indicate that the first target has activated the first synergy.
[0170] (4) In response to the marking operation of the second bond attribute data of the first object, a fourth marking message is displayed. The fourth marking message is used to prompt the target object to see that the first object has activated the second bond and the second bond has bond attribute data.
[0171] In other words, the battle status data of the first object can be the synergy attribute data of the second synergy that the first object has activated. By marking the synergy attribute data of the second synergy of the first object, the spectator can remind the target object that the first object has activated the second synergy and that the second synergy has the synergy attribute data.
[0172] Optionally, the attributes of a synergy include the synergy level and the number of pieces corresponding to the synergy. The pieces corresponding to a synergy refer to the pieces to which the synergy belongs, and each piece has its own synergy.
[0173] The second synergy's synergy attribute data can include synergy level data, indicating which level the second synergy has reached. The fourth marker message then prompts the target to view the second synergy that the first object has activated and its level. For example, the fourth marker message could include the first object's nickname, the name of the second synergy, and the level of the second synergy, to indicate that the first object possesses the second synergy and its level.
[0174] The second synergy's attribute data can be the number of pieces corresponding to that synergy, indicating the total number of pieces associated with that second synergy. The second marker message then prompts the target object to view the number of pieces associated with that second synergy that the first object already possesses. For example, the fourth marker message includes the first object's nickname, the name of the second synergy, and the number of pieces associated with that synergy, indicating the number of pieces the first object has activated the second synergy and possesses associated with it.
[0175] (5) In response to the marking operation on the object attribute data of the first object, a fifth marking message is displayed. The fifth marking message is used to prompt the target object to view that the first object has object attribute data.
[0176] In other words, the battle situation data of the first object can be the object attribute data of the first object. By marking the object attribute data of the first object, the observing object can remind the target object of the object attribute data that the first object has.
[0177] Optionally, the object's attributes include object level, object score, object rank, and the number of coins the object has.
[0178] The object attribute data of the first object may include object level data, indicating which level the first object has reached. The fifth tag message then prompts the target object to check which level the first object has reached. For example, the fourth tag message includes the nickname and level of the first object.
[0179] The object attribute data of the first object may include object score data, which indicates how many points the first object has accumulated. The fifth tag message is then used to prompt the target object to view how many points the first object has accumulated. For example, the fifth tag message includes the nickname of the first object and the score of the first object.
[0180] The object attribute data of the first object may include object ranking data, indicating the ranking that the first object has achieved. The fifth tag message is then used to prompt the target object to check what ranking the first object has achieved. For example, the fifth tag message includes the nickname of the first object and the ranking of the first object.
[0181] The object attribute data of the first object may include object coin data, indicating how many coins the first object has. The fifth marker message is then used to prompt the target object to view how many coins the first object has. For example, the fifth marker message may include the first object's nickname and the number of coins the first object has.
[0182] In this embodiment, the spectator can mark the pieces owned by the players, the attribute data of the pieces, the activated synergies, the attribute data of the synergies, or the attribute data of the players. Various types of battle data can be marked, and the spectator can prompt the spectated player with various types of battle data, which improves the diversity and richness of the marked battle data.
[0183] In one possible implementation, the first terminal's marking operation on any battle data of the first object in the game includes any of the following methods.
[0184] (1) The spectator interface displays a marker control. In response to the operation of dragging the marker control to the battle data, a marker message is displayed.
[0185] In other words, marking battle data refers to dragging a marker control onto the battle data. This marker control is used to trigger marking of any battle data. Specifically, dragging the marker control onto the battle data means moving the press operation from the marker control to the battle data.
[0186] Optionally, the battle data is the first piece of the first object, and the first terminal displays a first marker message in response to the operation of dragging a marker control to the first piece. Optionally, the battle data is the piece attribute data of the second piece of the first object, and the first terminal displays the attribute flag of the second piece in response to the operation of dragging a marker control to the second piece, and displays a second marker message in response to the operation of continuing to drag the marker control to the attribute flag.
[0187] Optionally, after the first terminal detects a press operation on the marker control, it displays the icon of the marker control at the location of the marker control. As the press operation moves from the marker control to the battle data, the terminal controls the marker control's icon to move along with the press operation. After the press operation moves to the battle data, and the press operation is released, the marker control's icon is removed from the display, and a marker message is displayed. Furthermore, during the movement of the marker control, the marker control itself does not move from its original position.
[0188] Optionally, after the terminal detects a press operation on the marker control, it controls the marker control to move along with the press operation as the press operation moves from the marker control to the battle data. After the press operation moves to the battle data, and after the press operation is detected to be released, the terminal controls the marker control to return to its original position and displays the marker message.
[0189] like Figure 5As shown, the spectator interface displays a marker control 507. Taking the battle data as piece A as an example, the player performs a pressing operation on the marker control 507 and holds the pressing state. The pressing operation moves the marker control 507 to piece A. After the pressing operation reaches piece A, the player releases the pressing operation, thus completing the operation of dragging the marker control 507 to piece A, which is to say, completing the marking operation of piece A.
[0190] Optionally, in addition to marking piece A, you can also mark piece A's attribute data, such as the number of pieces. Figure 6 As shown, the player presses and holds the mark control 601, moving it from the mark control 601 to piece A. When the press reaches piece A, the quantity marker 602 is displayed. The player continues to hold the press and moves it to the quantity marker 602. When the press reaches the quantity marker 602, the player releases the press, thus completing the operation of marking the quantity of piece A. At this point, as... Figure 7 As shown, the first terminal displays a marker message 701 on the spectator interface. The marker message 701 includes the object "Niu Niu", piece A, and the number of pieces A.
[0191] (2) In response to a press operation on the battle data, display a marker message.
[0192] In other words, marking battle data refers to pressing on the battle data. For example, if the battle data is represented by chess pieces, pressing on a chess piece will mark it.
[0193] (3) In response to the operation of dragging battle data to the location of the target object, display a marker message.
[0194] In other words, marking battle data refers to the operation of dragging and dropping battle data to the location of the target object. For example, if the battle data is the first piece of the first object, and the target object's portrait is displayed at its location, the first piece of the first object can be marked by dragging it to the target object's portrait.
[0195] (4) In response to the operation of dragging the target object's avatar to the battle data, display a marker message.
[0196] In other words, marking battle data refers to the operation of dragging the target object's portrait onto the battle data. For example, if the battle data shows the first piece of the first object, and the target object's portrait is displayed at its location, then by dragging the target object's portrait onto the first piece, the first piece of the first object can be marked.
[0197] In this application embodiment, multiple methods for marking battle data are provided, such as dragging and dropping marking controls, pressing battle data, dragging and dropping battle data or expanding the avatar of the target object, etc. On the one hand, the methods for marking battle data are enriched, allowing the spectators to flexibly choose which marking method to use. On the other hand, the marking of battle data can be completed through simple pressing or dragging operations, improving operational efficiency.
[0198] Optionally, the target object can set whether or not spectators are allowed to mark the battle data in the game. If the target object sets this setting to allow spectators to mark the battle data, the marking control, battle data, and target object's avatar in the spectator interface displayed on the first terminal are triggerable, and the spectator can mark the battle data in step 403 on the first terminal. If the target object sets this setting to disallow spectators from marking the battle data, the marking control, battle data, and target object's avatar in the spectator interface displayed on the first terminal are not triggerable, or the first terminal does not display the marking control, and the spectator cannot mark the battle data in step 403 on the first terminal.
[0199] In one possible implementation, the first terminal displays a tag message, including at least one of the following methods.
[0200] (1) Display the marker message in the top area of the spectator interface.
[0201] Optionally, the display duration of the marker message displayed in the top area of the spectator interface is a first preset duration, that is, the display of the marker message in the top area is canceled after the first preset duration is reached.
[0202] Figure 8 This is a schematic diagram of another spectator interface provided in an embodiment of this application, such as... Figure 8 As shown, the piece A of the object "Niu Niu" is marked. The top area of the spectator interface displays the marking message 801, which means "Niu Niu owns piece A".
[0203] (2) Display a marker message in the spectator interface based on the location of the first object.
[0204] Optionally, the display duration of the marker message based on the location of the first object is a second preset duration, meaning that the display of the marker message based on the location of the first object is canceled after the second preset duration is reached. Optionally, the second preset duration is longer than the first preset duration. For example, the first preset duration is 3 seconds, and the second preset duration is 10 seconds, etc.
[0205] Optionally, a pop-up window appears at the location of the first object, and the pop-up window includes a tag message.
[0206] Figure 9 This is a schematic diagram of another spectator interface provided in an embodiment of this application, such as... Figure 9 As shown, the level data of the piece A of the object "Yangyang" is marked. The top area of the spectator interface displays the marking message 901, and the position of the object "Yangyang" displays the marking message 902. The marking message 901 and the marking message 902 indicate that the object "Yangyang" has a piece A with a level of 2.
[0207] (3) Display marker messages in the spectator interface based on the location of the battle data.
[0208] Optionally, the display duration of the marker message based on the location of the battle situation data is a third preset duration, meaning that the display of the marker message based on the location of the battle situation data is canceled after the third preset duration is reached. Optionally, the third preset duration is longer than the first preset duration mentioned above. For example, the first preset duration is 3 seconds, and the third preset duration is 10 seconds, etc.
[0209] Optionally, a pop-up window may appear at the location of the marked battle data, and the pop-up window may include a marking message.
[0210] This application provides various methods for displaying marked messages, such as displaying them in the top area, displaying them based on the location of the first object, or displaying them based on the location of the battle data. This enriches the methods for displaying marked messages and increases the diversity of display methods. Furthermore, displaying marked messages in at least one way makes it easier for observers to notice that the battle data has been marked, thereby improving the display effect.
[0211] In one possible implementation, in response to a marking operation on any battle data of the first object on the chessboard where the first object is located, the first terminal sends a marking request to the server for that battle data. The server, in response to the marking request, generates a marking message and sends the marking message to both the first terminal and the second terminal of the target object. Then, both the first and second terminals can display the marking message, thereby achieving the effect of alerting the target object on the second terminal.
[0212] Optionally, after receiving a marking request, the server only sends marking messages to the first terminal currently spectating and the second terminal of the target, without sending marking messages to the terminals of other objects in the game. Therefore, the process of marking the battle situation data by the spectator exists only in the private channel between the spectator and the spectated, and will not be broadcast in the public screen. Thus, the process of the spectator marking the battle situation data to broadcast the marking message privately is different from the process of the participants marking the battle situation data to broadcast the marking message in the public screen, making the process of the spectator giving tactical guidance to the spectated more private.
[0213] Optionally, due to the delay during the observation process, there may be a discrepancy between the battle data displayed by the first terminal and the latest battle data stored in the server. Therefore, after receiving the tagging request for the battle data of the first object, the server generates a tagging message based on the latest battle data of the first object and sends the tagging message to the first terminal and the second terminal, thereby avoiding the impact of the delay during the observation process and ensuring the accuracy and real-time nature of the broadcast tagging message.
[0214] For example, due to delays during the spectating process, such as Figure 10 As shown, the level of chess piece A of the object "Sheep" displayed on the first terminal is 1 star. Figure 10 In the game, piece A is initially listed as 1 star, but the server actually records that piece A's level is already 2 stars. However, due to latency, the spectator interface on the first terminal hasn't updated yet. If the first terminal detects a marking operation on piece A's level data and sends a marking request to the server, the server will generate a marking message 1001 based on piece A's latest level. This message 1001 indicates that the spectator "Sheep" already owns piece A and that piece A's level is 2 stars. Both the first and second terminals will receive and display the most accurate marking message 1001. Therefore, although the spectator marks piece A as 1 star, it still alerts the target to the fact that piece A's latest level is 2 stars, thus reducing the latency impact during spectating. Compared to voice communication, the information conveyed by the spectator to the spectated player is more accurate.
[0215] 404. When the display duration of the marker message reaches the preset duration, the first terminal cancels the display of the marker message.
[0216] When the display duration of the marker message reaches the preset duration, the first terminal cancels the display of the marker message. The preset duration is a pre-set duration, such as 3 seconds or 5 seconds.
[0217] In this embodiment, when the display duration of the marker message reaches a preset duration, it can be assumed that the player has viewed the marker message. Therefore, when the display duration of the marker message reaches the preset duration, the marker message is canceled from displaying, avoiding the problem of the marker message continuously obscuring the game screen and improving the display effect of the game screen.
[0218] It should be noted that after canceling the display of the tag message, in the case of step 405 below, the updated tag message can be redisplayed. For details, please refer to step 405 below.
[0219] 405. If the battle situation data changes, the first terminal displays an updated marker message. The updated marker message is used to prompt the target object to view the changed battle situation data of the first object.
[0220] In this embodiment of the application, after the battle situation data of the first object is marked, the system will detect in real time whether the battle situation data has changed. If the battle situation data has changed, the updated marking message will be automatically displayed to prompt the user to view the changed battle situation data, without the need to mark the battle situation data again.
[0221] Optionally, after marking the battle data of the first object, a marking message is displayed in the top area of the spectator interface. When the battle data changes, an updated marking message is displayed at the location of the first object in the spectator interface, thereby prompting the player that the battle data has changed in a weaker form and reducing the impact on the game process.
[0222] For example, such as Figure 11 As shown, the battle data represents the number of pieces A belonging to the player "Sheep". When "Sheep" has 6 pieces A, this number is marked, and marker message 1101 is displayed at the top of the spectator interface. Marker message 1101 indicates that "Sheep" owns piece A and has 6 pieces A. Later, when "Sheep" owns 7 pieces A, an updated marker message 1103 is displayed at the location of "Sheep" in the spectator interface. The updated marker message 1103 indicates that "Sheep" owns 7 pieces A, thus automatically notifying the player of the change in the number of pieces A owned by "Sheep".
[0223] In this embodiment, if the battle data of the first object changes after the display of the marker message is canceled, the updated marker message is re-displayed to remind the player to check the changed battle data of the first object in a timely manner, thereby improving the efficiency of human-computer interaction.
[0224] In one possible implementation, if the battle data changes and the changed battle data meets the prompting conditions, the updated marker message is displayed on the spectator interface.
[0225] Optionally, the prompt condition is that the value represented by the battle data reaches a preset value. For example, taking the number of pieces of the second piece of the first object as the battle data, after marking the number of pieces of the second piece of the first object and displaying the marking message, if the number of pieces of the second piece changes and reaches the preset value, the updated marking message is displayed. The updated marking message is used to prompt you to view the changed number of pieces of the second piece.
[0226] For example, the upgrade condition for the second piece is that the number of second pieces reaches 3, 6, or 9. Therefore, the aforementioned prompt condition could be that the number of pieces changes to 3, 6, or 9, and then when the number of pieces reaches 3, 6, or 9, an updated marker message would be displayed, reminding the player that the first piece has met the upgrade condition. Alternatively, the prompt condition could be that the number of pieces changes to 2, 5, or 8, and then when the number of pieces reaches 2, 5, or 8, an updated marker message would be displayed, reminding the player that the first piece is about to meet the upgrade condition.
[0227] In this embodiment, after the display of the marker message is canceled, if the battle data of the first object changes and the changed battle data meets the prompt conditions, the updated marker message will be re-displayed. This can avoid the annoyance caused to players by the frequent display of marker messages and improve the display effect.
[0228] In one possible implementation, after marking the battle situation data of the first object, the server sets the battle situation data of the first object to a marked state. For the battle situation data in the marked state, whenever the server detects a change in the battle situation data, it generates an updated marking message based on the changed battle situation data and sends the updated marking message to the first terminal and the second terminal.
[0229] Optionally, when the server detects a change in the battle situation data, it determines whether the changed battle situation data meets the prompting conditions. If the changed battle situation data meets the prompting conditions, it generates an updated tag message based on the changed battle situation data and sends the updated tag message to the first terminal and the second terminal.
[0230] The method provided in this application allows the spectator to mark any battle data of any object on the spectator interface, thus providing a corresponding marking message to prompt the spectated party to view the battle data of that object. The spectated party can intuitively and quickly grasp the messages transmitted in real time by the spectator. Compared with voice communication, this effectively saves the spectator's wording time and the spectated party's comprehension time, which is conducive to improving the interaction efficiency between the spectator and the spectated party. Furthermore, by marking battle data to prompt the spectated party, the spectator can enable the spectated party to take timely countermeasures, thereby preventing the spectated party from missing important information in the game. This allows the spectator to provide game assistance to the spectated party while spectating, increasing the diversity of interaction methods between the spectator and the spectated party.
[0231] The above Figure 3 The embodiments described below are merely brief illustrations of the execution process of the observed party's terminal. Figure 12 The embodiments provide a detailed description of the execution process of the observed party's terminal in the interaction method of chess games. Figure 12 This is a flowchart of another interactive method for a board game provided in this application embodiment. This application embodiment can be derived from the above... Figure 1 It can be executed by any terminal in the system, for example, by the second terminal 130. See also Figure 12 The method includes:
[0232] 1201. The second terminal displays the game interface, which is used to show the piece battle situation in the game where the target object is located. The target object is the object controlled by this terminal.
[0233] In this embodiment, the target object logged in on the second terminal participates in a chess game, controlling its pieces to battle against the pieces of other objects. The second terminal displays the piece battle situation of the target object's game on the game interface. A third object logged in on the first terminal can request to spectate the target object's game, and the first terminal displays a spectating interface showing the piece battle situation of the target object's game.
[0234] 1202. The second terminal displays a marker message based on the game interface. The marker message is used to prompt the target object to view the battle data of the first object. The marker message is prompted by the object currently watching the game in which the target object is located. The first object is any object in the game.
[0235] In one possible implementation, as described in step 403 above, when the first terminal responds to a marking operation on any battle data of the first object on the chessboard where the first object is located, the first terminal sends a marking request to the server. The server, in response to the marking request, generates a marking message and sends the marking message to the second terminal. Upon receiving the marking message, the second terminal displays the marking message on the game interface.
[0236] In one possible implementation, the battle situation data indicated by the spectating object marker can include multiple types of battle situation data, with different marker messages displayed when different types of battle situation data are marked. Based on the type of battle situation data, the following scenarios are possible.
[0237] (1) Display the first marker message based on the game interface. The first marker message is used to prompt the target object to check that the first object has the first piece.
[0238] (2) Display a second marker message on the game interface. The second marker message is used to prompt the target object to check that the first object has a second piece and the second piece has piece attribute data.
[0239] (3) The third marker message is displayed on the game interface. The third marker message is used to prompt the target to check that the first object has activated the first bond.
[0240] (4) The fourth marker message is displayed on the game interface. The fourth marker message is used to prompt the target to check that the first object has activated the second synergy and the second synergy has synergy attribute data.
[0241] (5) Display the fifth marker message based on the game interface. The fifth marker message is used to prompt the target object to view the object attribute data of the first object.
[0242] The first to fifth tag messages in step 1202 are similar to the first to fifth tag messages in step 403 above, and will not be repeated here.
[0243] In this embodiment, the spectator can mark the pieces owned by the players, the attribute data of the pieces, the activated synergies, the attribute data of the synergies, or the attribute data of the players. Various types of battle data can be marked, and the spectator can prompt the spectated player with various types of battle data, which improves the diversity and richness of the marked battle data.
[0244] In one possible implementation, the second terminal displays a tag message, including at least one of the following methods.
[0245] (1) Display the marker message in the top area of the game interface.
[0246] (2) Display a marker message in the game interface based on the location of the first object.
[0247] (3) Display marker messages in the game interface based on the location of the battle data.
[0248] The method by which the second terminal displays the marker message in step 1202 is the same as the method by which the first terminal displays the marker message in step 403 above, and will not be repeated here.
[0249] This application provides various methods for displaying marked messages, such as displaying them in the top area, displaying them based on the location of the first object, or displaying them based on the location of the battle data. This enriches the methods for displaying marked messages and increases the diversity of display methods. Furthermore, displaying marked messages in at least one way makes it easier for observers to notice that the battle data has been marked, thereby improving the display effect.
[0250] 1203. In response to the sharing operation of the tag message, the second terminal sends the tag message to all objects in the game except the target object.
[0251] In this embodiment of the application, after the second terminal displays the marking message, the target object can also share the marking message with other objects in the same game without the target object having to perform a marking operation, thereby achieving rapid information sharing.
[0252] In one possible implementation, step 1203 includes any of the following.
[0253] (1) In response to the sharing operation of the tag message, the second terminal sends the tag message to all objects in the game except the target object.
[0254] By performing the sharing operation of the marked message, it is possible to send the marked message to all other objects in the game except the target object with one click, which improves the efficiency of information sharing.
[0255] (2) In response to the sharing operation of the tag message, the second terminal displays other objects in the game besides the target object, and in response to the selection operation of at least one of the displayed objects, sends a tag message to the at least one selected object.
[0256] Players can choose which or more objects in the game, other than the target, to share the marked message with, increasing the flexibility and freedom of information sharing.
[0257] In this embodiment, after viewing the marker message sent by the spectator, the spectated party can share the marker message with other participants in the game without having to perform the marker operation themselves, thus improving the efficiency of alerting other participants to the game situation data.
[0258] Furthermore, the spectated party can share the marked message with all participants in the game, or choose which participants to share it with, thus increasing the flexibility of sharing marked messages.
[0259] It should be noted that the embodiments of this application only take the execution of step 1203 as an example. In another embodiment, step 1203 may not be executed, that is, step 1203 is an optional step, not a mandatory step.
[0260] 1204. When the display duration of the marker message reaches the preset duration, the second terminal cancels the display of the marker message.
[0261] When the display duration of the marker message reaches the preset duration, the second terminal cancels the display of the marker message. The preset duration is a pre-set duration, such as 3 seconds or 5 seconds.
[0262] In this embodiment, when the display duration of the marker message reaches a preset duration, it can be assumed that the player has viewed the marker message. Therefore, when the display duration of the marker message reaches the preset duration, the marker message is canceled from displaying, avoiding the problem of the marker message continuously obscuring the game screen and improving the display effect of the game screen.
[0263] 1205. If the battle data changes, the second terminal displays an updated marker message based on the game interface. The updated marker message is used to prompt the target to view the changed battle data of the first object.
[0264] In this embodiment, after the observer marks the battle data of the first object, the observer will detect in real time whether the battle data has changed. If the battle data has changed, the second terminal will automatically display the updated marking message to prompt the observer to view the changed battle data, without having to mark the battle data again.
[0265] In this embodiment, if the battle data of the first object changes after the display of the marker message is canceled, the updated marker message is re-displayed to remind the player to check the changed battle data of the first object in a timely manner, and it does not need to be re-marked by the spectator, thus improving the efficiency of human-computer interaction.
[0266] In one possible implementation, if the battle data changes and the changed battle data meets the prompt conditions, the updated marker message is displayed on the game interface.
[0267] In this embodiment, after the display of the marker message is canceled, if the battle data of the first object changes and the changed battle data meets the prompt conditions, the updated marker message will be re-displayed. This can avoid the annoyance caused to players by the frequent display of marker messages and improve the display effect.
[0268] Step 1205 is similar to step 405 above, and will not be described in detail here.
[0269] The method provided in this application allows the spectator to mark any battle data of any object on the spectator interface, thus providing a corresponding marking message to prompt the spectated party to view the battle data of that object. The spectated party can intuitively and quickly grasp the messages transmitted in real time by the spectator. Compared with voice communication, this effectively saves the spectator's wording time and the spectated party's comprehension time, which is conducive to improving the interaction efficiency between the spectator and the spectated party. Furthermore, by marking battle data to prompt the spectated party, the spectator can enable the spectated party to take timely countermeasures, thereby preventing the spectated party from missing important information in the game. This allows the spectator to provide game assistance to the spectated party while spectating, increasing the diversity of interaction methods between the spectator and the spectated party.
[0270] Figure 13 This is a flowchart of another interactive method for a board game provided in this application embodiment. This application embodiment can be derived from the above... Figure 1 The first terminal 110, the second terminal 130, and the server 120 execute the commands. See also... Figure 13 The method includes:
[0271] 1301. The first terminal displays the spectator interface, which is used to show the piece battle situation in the game where the target is located.
[0272] 1302. The second terminal displays the game interface, which is used to show the piece battle situation in the game where the target object is located. The target object is the object controlled by the second terminal.
[0273] 1303. The first terminal displays the chessboard where the first object is located based on the spectator interface. The chessboard where the first object is located is used to display the chess pieces of the first object playing against at least one other object.
[0274] 1304. In response to the marking operation of any battle data of the first object in the chessboard where the first object is located, the first terminal sends a marking request for the battle data to the server.
[0275] 1305. In response to the tagging request, the server generates a tagging message and sends the tagging message to the first terminal and the second terminal. The tagging message is used to prompt the user to view the battle situation data of the first object.
[0276] 1306. The first terminal receives the marking message and displays the marking message on the spectator interface.
[0277] 1307. The second terminal receives the marker message and displays the marker message on the game interface.
[0278] 1308. If the battle situation data of the first object changes, the server generates an updated tag message and sends the updated tag message to the first terminal and the second terminal.
[0279] 1309. The first terminal receives the updated tag message and displays the updated tag message on the spectator interface.
[0280] 1310. The second terminal receives the updated marker message and displays the updated marker message on the game interface.
[0281] Figure 14 This is a flowchart of another interactive method for a board game provided in an embodiment of this application. Figure 14 Let's take marking a player's pieces or piece attribute data as an example to illustrate this, such as... Figure 14 As shown, the method includes the following steps:
[0282] 1. Players begin the board game.
[0283] 2. Determine if any players are currently spectating. If no players are spectating, display the normal state. If players are spectating, display a marker control from the spectating player's perspective, allowing them to mark pieces or piece attribute data.
[0284] Additionally, it can determine whether the player being spectated has enabled the spectator permission flag. If the spectator permission flag is enabled, the flag control will be displayed in the spectator's view. If the spectator permission flag is not enabled, the flag control will not be displayed in the spectator's view.
[0285] 3. If a spectator drags a marker control onto a piece, determine whether to continue dragging the marker control onto the piece's attribute data. If only the marker control is dragged onto the piece, the marker message displays the default information, meaning only the piece is shown, not its attribute data. If the marker control is dragged onto the piece's attribute data, the marker message will display both the piece and its attribute data in addition to the marked piece.
[0286] 4. The server records the attribute data of the chess pieces marked by the client and detects whether the attribute data of the chess pieces changes in real time. If a change occurs, the echo mechanism is triggered to redisplay the updated marking message to notify the player that the attribute data of the marked chess pieces has changed, so as to ensure the continuity and timeliness of information transmission.
[0287] In related technologies, spectators and those being spectated can only communicate via voice or text. On one hand, spectators need to word the content of the communication, and those being spectated need to understand it, resulting in low interaction efficiency. On the other hand, due to the delay in spectating, there is a discrepancy between the information seen by the spectator and the spectated, leading to information asymmetry and affecting the timeliness of the interaction.
[0288] In the above-described embodiment of this application, spectators mark battle data in the game to remind the spectated player of the situation, providing a convenient and quick operation for the spectator and an intuitive reminder for the spectated player, greatly improving the interaction efficiency between them. Furthermore, since the server generates a marking message based on the latest battle data after the spectator initiates a marking request, the accuracy and timeliness of the transmitted marking messages are guaranteed, breaking the information asymmetry between spectators and spectated players caused by spectator delays, further improving communication efficiency. Moreover, by providing an echo mechanism, when the marked battle data changes, the updated marking message is automatically provided to the player, ensuring that the player can continuously obtain information on changes in the marked battle data, reducing the burden of repeated marking, preventing players from missing important information, and further ensuring the timeliness of information transmission.
[0289] Figure 15 This is a schematic diagram of the structure of an interactive device for a board game provided in an embodiment of this application. See also... Figure 15 The device includes:
[0290] The first display module 1501 is used to display the spectator interface, which is used to show the piece battle situation in the game where the target object is located.
[0291] The second display module 1502 is used to display a marking message in response to a marking operation on any battle data of the first object in the game. The marking message is used to prompt the target object to view the battle data of the first object; wherein, the first object is any object in the game.
[0292] The interactive device for chess games provided in this application allows the spectator to mark any piece of data related to any object's situation on the spectator interface. This marks the data and provides a corresponding message to the spectated player, prompting them to view the data. The spectated player can intuitively and quickly grasp the real-time messages transmitted by the spectator. Compared to voice communication, this effectively saves the spectator's wording time and the spectated player's comprehension time, thus improving the interaction efficiency between them. Furthermore, by marking the data, the spectator can provide prompts to the spectated player, enabling them to take timely countermeasures and avoid missing important information in the game. This allows the spectator to provide game assistance while spectating, increasing the diversity of interaction methods between them.
[0293] Optionally, see Figure 16 The second display module 1502 is configured to perform at least one of the following:
[0294] In response to the marking operation on the first piece of the first object, a first marking message is displayed. The first marking message is used to prompt the target object to see that the first object already owns the first piece.
[0295] In response to the marking operation on the chess piece attribute data of the second chess piece of the first object, a second marking message is displayed. The second marking message is used to prompt the target object to see that the first object has a second chess piece and the second chess piece has chess piece attribute data.
[0296] In response to the marking operation of the first bond of the first object, a third marking message is displayed. The third marking message is used to prompt the target object to see that the first object has activated the first bond.
[0297] In response to the marking operation on the second bond attribute data of the first object, a fourth marking message is displayed. The fourth marking message is used to prompt the target object to see that the first object has activated the second bond and the second bond has bond attribute data.
[0298] In response to the marking operation on the object attribute data of the first object, a fifth marking message is displayed. The fifth marking message is used to prompt the target object to view that the first object has object attribute data.
[0299] Optionally, see Figure 16 The second display module 1502 is used for:
[0300] The spectator interface displays the chessboard where the first object is located, and the chessboard where the first object is located is used to show the battle situation between the first object and at least one other object's pieces.
[0301] In response to a marking operation on any battle data of the first object on the chessboard where the first object is located, a marking message is displayed.
[0302] Optionally, see Figure 16 The device also includes:
[0303] The chessboard switching module 1503 is used to respond to the chessboard viewing operation of the second object in the game, and to switch the chessboard currently displayed where the first object is located to the chessboard where the second object is located. The chessboard where the second object is located is used to display the piece battle situation between the second object and at least one other object.
[0304] Optionally, see Figure 16 The second display module 1502 is used to perform any of the following:
[0305] The spectator interface displays a marker control, and in response to the operation of dragging the marker control to the battle data, a marker message is displayed;
[0306] In response to a press operation on battle data, a marker message is displayed;
[0307] In response to the action of dragging battle data to the location of the target object, a marker message is displayed;
[0308] In response to the action of dragging the target object's avatar into the battle data, a marker message is displayed.
[0309] Optionally, see Figure 16 The second display module 1502 is configured to perform at least one of the following:
[0310] Display a marker message at the top area of the spectator interface;
[0311] Display a marker message based on the location of the first target in the spectator interface;
[0312] The spectator interface displays a marker message based on the location of the battle data.
[0313] Optionally, see Figure 16 The second display module 1502 is also used for:
[0314] The display of the flagged message will be canceled when the preset display duration is reached.
[0315] Optionally, see Figure 16 The second display module 1502 is also used for:
[0316] If the battle situation data changes, an updated marker message is displayed. The updated marker message is used to prompt the target object to view the changed battle situation data of the first object.
[0317] Optionally, see Figure 16 The second display module 1502 is used for:
[0318] If the battle data changes and the changed battle data meets the prompt conditions, the updated marker message will be displayed on the spectator interface.
[0319] It should be noted that the interactive device for chess games provided in the above embodiments is only an example of the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the interactive device for chess games provided in the above embodiments and the interactive method embodiments for chess games belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0320] Figure 17 This is a schematic diagram of the structure of an interactive device for a board game provided in an embodiment of this application. See also... Figure 17 The device includes:
[0321] The first display module 1701 is used to display the game interface, which is used to show the piece battle situation in the game where the target object is located. The target object is the object controlled by this terminal.
[0322] The second display module 1702 is used to display a marker message based on the game interface. The marker message is used to prompt the target object to view the battle data of the first object. The marker message is prompted by the object currently watching the game in which the target object is located. The first object is any object in the game.
[0323] The interactive device for chess games provided in this application allows the spectator to mark any piece of data related to any object's situation on the spectator interface. This marks the data and provides a corresponding message to the spectated player, prompting them to view the data. The spectated player can intuitively and quickly grasp the real-time messages transmitted by the spectator. Compared to voice communication, this effectively saves the spectator's wording time and the spectated player's comprehension time, thus improving the interaction efficiency between them. Furthermore, by marking the data, the spectator can provide prompts to the spectated player, enabling them to take timely countermeasures and avoid missing important information in the game. This allows the spectator to provide game assistance while spectating, increasing the diversity of interaction methods between them.
[0324] Optionally, see Figure 18 The second display module 1702 is configured to perform at least one of the following:
[0325] Based on the display of the first marker message on the game interface, the first marker message is used to prompt the target object to see that the first object already has the first piece;
[0326] Based on the game interface, a second marker message is displayed. The second marker message is used to prompt the target object to check that the first object already has a second piece and that the second piece has piece attribute data.
[0327] Based on the third marker message displayed on the game interface, the third marker message is used to prompt the target to check that the first object has activated the first synergy;
[0328] Based on the fourth marker message displayed on the game interface, the fourth marker message is used to prompt the target to check that the first object has activated the second synergy and the second synergy has synergy attribute data;
[0329] The fifth marker message is displayed on the game interface. The fifth marker message is used to prompt the target object to view the object attribute data of the first object.
[0330] Optionally, see Figure 18 The second display module 1702 is configured to perform at least one of the following:
[0331] Display marker messages in the top area of the game interface;
[0332] Display a marker message in the game interface based on the location of the first object;
[0333] Display marker messages in the game interface based on the location of the battle data.
[0334] Optionally, see Figure 18 The second display module 1702 is also used for:
[0335] The display of the flagged message will be canceled when the preset display duration is reached.
[0336] Optionally, see Figure 18 The second display module 1702 is also used for:
[0337] If the battle data changes, an updated marker message will be displayed on the game interface. The updated marker message is used to prompt the target to view the changed battle data of the first target.
[0338] Optionally, see Figure 18 The second display module 1702 is used for:
[0339] If the battle data changes and the changed battle data meets the prompt conditions, the updated marker message will be displayed on the game interface.
[0340] Optionally, see Figure 18 The device also includes:
[0341] The sharing module 1703 is used to send a tag message to objects in the game other than the target object in response to a sharing operation on the tag message.
[0342] Optionally, see Figure 18 Module 1703 is used for:
[0343] In response to a share operation on a marked message, send the marked message to all objects in the game except the target object; or,
[0344] In response to a share operation on a tag message, display all objects in the game except the target object; in response to a selection operation on at least one displayed object, send a tag message to at least one selected object.
[0345] It should be noted that the interactive device for chess games provided in the above embodiments is only an example of the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the interactive device for chess games provided in the above embodiments and the interactive method embodiments for chess games belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0346] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the operations performed in the interactive method of the chess game described above.
[0347] Optionally, the computer device is provided as a terminal. Figure 19 A schematic diagram of the structure of a terminal 1900 provided in an exemplary embodiment of this application is shown.
[0348] Terminal 1900 includes a processor 1901 and a memory 1902.
[0349] Processor 1901 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1901 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1901 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1901 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1901 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0350] Memory 1902 may include one or more computer-readable storage media, which may be non-transitory. Memory 1902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in memory 1902 are used to store at least one computer program for use by processor 1901 to implement the interactive method of the board game provided in the method embodiments of this application.
[0351] In some embodiments, the terminal 1900 may also optionally include: a peripheral device interface 1903 and at least one peripheral device. The processor 1901, memory 1902, and peripheral device interface 1903 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1903 via a bus, signal line, or circuit board. Optionally, the peripheral device includes at least one of: a radio frequency circuit 1904, a display screen 1905, a camera assembly 1906, an audio circuit 1907, and a power supply 1908.
[0352] Peripheral interface 1903 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1901 and memory 1902. In some embodiments, processor 1901, memory 1902 and peripheral interface 1903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1901, memory 1902 and peripheral interface 1903 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0353] The radio frequency (RF) circuit 1904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1904 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1904 can communicate with other devices through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: metropolitan area networks (MANs), various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks (WLANs), and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1904 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0354] Display screen 1905 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1905 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1901 for processing. In this case, display screen 1905 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1905, disposed on the front panel of terminal 1900; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal 1900 or in a folded design; in still other embodiments, display screen 1905 may be a flexible display screen, disposed on a curved or folded surface of terminal 1900. Furthermore, display screen 1905 may also be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1905 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0355] The camera assembly 1906 is used to acquire images or videos. Optionally, the camera assembly 1906 includes a front-facing camera and a rear-facing camera. The front-facing camera is disposed on the front panel of the terminal 1900, and the rear-facing camera is disposed on the back of the terminal 1900. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blur function by fusing the main camera and the depth-sensing camera, panoramic shooting function by fusing the main camera and the wide-angle camera, VR (Virtual Reality) shooting function, or other fusion shooting function. In some embodiments, the camera assembly 1906 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cool light flash, which can be used for light compensation at different color temperatures.
[0356] The audio circuit 1907 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting them into electrical signals that are input to the processor 1901 for processing, or to the radio frequency circuit 1904 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each positioned at a different location on the terminal 1900. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1901 or the radio frequency circuit 1904 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 1907 may also include a headphone jack.
[0357] Power supply 1908 is used to power the various components in terminal 1900. Power supply 1908 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1908 includes a rechargeable battery, the rechargeable battery can support wired or wireless charging. The rechargeable battery can also be used to support fast charging technology.
[0358] In some embodiments, the terminal 1900 further includes one or more sensors 1909. The one or more sensors 1909 include, but are not limited to: an accelerometer 1910, a gyroscope 1911, a pressure sensor 1912, an optical sensor 1913, and a proximity sensor 1914.
[0359] Accelerometer 1910 can detect the magnitude of acceleration along the three axes of a coordinate system established by terminal 1900. For example, accelerometer 1910 can be used to detect the components of gravitational acceleration along the three axes. Processor 1901 can control display screen 1905 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1910. Accelerometer 1910 can also be used for games or for acquiring user motion data.
[0360] The gyroscope sensor 1911 can detect the orientation and rotation angle of the terminal 1900. The gyroscope sensor 1911, in conjunction with the accelerometer sensor 1910, can collect 3D motion data from the user on the terminal 1900. Based on the data collected by the gyroscope sensor 1911, the processor 1901 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0361] The pressure sensor 1912 can be disposed on the side bezel of the terminal 1900 and / or on the lower layer of the display screen 1905. When the pressure sensor 1912 is disposed on the side bezel of the terminal 1900, it can detect the user's grip signal on the terminal 1900, and the processor 1901 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1912. When the pressure sensor 1912 is disposed on the lower layer of the display screen 1905, the processor 1901 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 1905. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0362] An optical sensor 1913 is used to collect ambient light intensity. In one embodiment, the processor 1901 can control the display brightness of the display screen 1905 based on the ambient light intensity collected by the optical sensor 1913. Optionally, when the ambient light intensity is high, the display brightness of the display screen 1905 is increased; when the ambient light intensity is low, the display brightness of the display screen 1905 is decreased. In another embodiment, the processor 1901 can also dynamically adjust the shooting parameters of the camera assembly 1906 based on the ambient light intensity collected by the optical sensor 1913.
[0363] The proximity sensor 1914, also known as the distance sensor, is installed on the front panel of the terminal 1900. The proximity sensor 1914 is used to detect the distance between the user and the front of the terminal 1900. In one embodiment, when the proximity sensor 1914 detects that the distance between the user and the front of the terminal 1900 is gradually decreasing, the processor 1901 controls the display screen 1905 to switch from a screen-on state to a screen-off state; when the proximity sensor 1914 detects that the distance between the user and the front of the terminal 1900 is gradually increasing, the processor 1901 controls the display screen 1905 to switch from a screen-off state to a screen-on state.
[0364] Those skilled in the art will understand that Figure 19 The structure shown does not constitute a limitation on terminal 1900 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0365] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the operations performed by the interactive method of the chess game described above.
[0366] This application also provides a computer program product, including a computer program loaded and executed by a processor to perform operations as described in the above embodiments of the interactive method for a board game.
[0367] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0368] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present application should be included within the protection scope of the present application.
Claims
1. A method of interacting in a board game, characterized in that, The method comprises: displaying a watching interface, the watching interface being used to show a chess piece battle situation of a game in which a target object is located; in response to a marking operation on any battle situation data of a first object in the game, displaying a marking message, the marking message being used to prompt the target object to view the battle situation data of the first object; wherein the first object is any object in the game.
2. The method of claim 1, wherein, The response to the marking operation on any battle situation data of a first object in the game, displaying a marking message, comprises at least one of the following: in response to a marking operation on a first chess piece of the first object, displaying a first marking message, the first marking message being used to prompt the target object to view that the first object has owned the first chess piece; in response to a marking operation on chess piece attribute data of a second chess piece of the first object, displaying a second marking message, the second marking message being used to prompt the target object to view that the first object has owned the second chess piece and the second chess piece has the chess piece attribute data; in response to a marking operation on a first bond of the first object, displaying a third marking message, the third marking message being used to prompt the target object to view that the first object has activated the first bond; in response to a marking operation on bond attribute data of a second bond of the first object, displaying a fourth marking message, the fourth marking message being used to prompt the target object to view that the first object has activated the second bond and the second bond has the bond attribute data; in response to a marking operation on object attribute data of the first object, displaying a fifth marking message, the fifth marking message being used to prompt the target object to view that the first object has the object attribute data.
3. The method of claim 1, wherein, The response to the marking operation on any battle situation data of a first object in the game, displaying a marking message, comprises: based on the watching interface displaying a chessboard in which the first object is located, the chessboard in which the first object is located being used to show a chess piece battle situation of the first object and at least one object; in response to a marking operation on any battle situation data of the first object in the chessboard in which the first object is located, displaying the marking message.
4. The method of claim 3, wherein, The method further comprises: in response to a chessboard viewing operation on a second object in the game, switching the currently displayed chessboard in which the first object is located to a chessboard in which the second object is located, the chessboard in which the second object is located being used to show a chess piece battle situation of the second object and at least one object.
5. The method of claim 1, wherein, The response to the marking operation on any battle situation data of a first object in the game, displaying a marking message, comprises any of the following: the watching interface displays a marking control, and in response to an operation of dragging the marking control to the battle situation data, the marking message is displayed; in response to a pressing operation on the battle situation data, the marking message is displayed; in response to an operation of dragging the battle situation data to a position in which the target object is located, the marking message is displayed; in response to an operation of dragging an avatar of the target object to the battle situation data, the marking message is displayed.
6. The method of claim 1, wherein, The display of the marking message comprises at least one of the following: displaying the mark message in a top area of the spectating interface; displaying the mark message in the spectating interface based on a position where the first object is located; displaying the mark message in the spectating interface based on a position where the game data is located.
7. The method according to any one of claims 1 to 6, characterized in that, after the mark message is displayed, the method further includes: when a display duration of the mark message reaches a preset duration, canceling display of the mark message.
8. The method according to any one of claims 1 to 6, characterized in that, the method further includes: if the game data changes, displaying an updated mark message, the updated mark message being used to prompt the target object to view changed game data of the first object.
9. The method of claim 8, wherein, if the game data changes, displaying an updated mark message in the spectating interface, the updated mark message being used to prompt the target object to view changed game data of the first object. the method includes:
10. A method of interacting in a board game, characterized in that displaying a game interface, the game interface being used to show a piece battle situation of a game in which a target object is located, the target object being an object controlled by a local end; based on the game interface, displaying a mark message, the mark message being used to prompt the target object to view game data of a first object, the mark message being prompted by an object that is currently spectating the game in which the target object is located, the first object being any object in the game. based on the game interface, displaying a mark message, the mark message being used to prompt the target object to view game data of a first object, the mark message being prompted by an object that is currently spectating the game in which the target object is located, the first object being any object in the game.
11. The method of claim 10, wherein, the method includes: based on the game interface, displaying a first mark message, the first mark message being used to prompt the target object to view that the first object has a first piece; based on the game interface, displaying a second mark message, the second mark message being used to prompt the target object to view that the first object has a second piece and the second piece has piece attribute data; based on the game interface, displaying a third mark message, the third mark message being used to prompt the target object to view that the first object has activated a first bond; based on the game interface, displaying a fourth mark message, the fourth mark message being used to prompt the target object to view that the first object has activated a second bond and the second bond has bond attribute data; based on the game interface, displaying a fifth mark message, the fifth mark message being used to prompt the target object to view that the first object has object attribute data.
12. The method of claim 10, wherein, the method includes: displaying the mark message in a top area of the game interface; displaying the mark message in the game interface based on a position where the first object is located; displaying the mark message in the game interface based on a position where the game data is located.
13. The method of claim 10, wherein, after the mark message is displayed based on the game interface, the method further includes: when a display duration of the mark message reaches a preset duration, canceling display of the mark message.
14. The method of claim 10, wherein, the method further includes: If the battle data changes, an updated mark message is displayed based on the game interface, and the updated mark message is used to prompt the target object to view the changed battle data of the first object.
15. The method of claim 14, wherein, The step of displaying an updated mark message based on the game interface if the battle data changes includes: If the battle data changes and the changed battle data meets a prompt condition, an updated mark message is displayed based on the game interface.
16. The method according to any one of claims 10-14, characterized in that, After the mark message is displayed based on the game interface, the method further includes: In response to a sharing operation on the mark message, the mark message is sent to objects in the game other than the target object.
17. The method of claim 16, wherein, The step of sending the mark message to objects in the game other than the target object in response to a sharing operation on the mark message includes: In response to a sharing operation on the mark message, the mark message is sent to all objects in the game other than the target object; or In response to a sharing operation on the mark message, objects in the game other than the target object are displayed, and in response to a selection operation on at least one displayed object, the mark message is sent to the selected at least one object.
18. An interactive device for a board game, characterized in that The device includes: A first display module configured to display a viewing interface, the viewing interface being used to show a chess piece battle condition of a game in which a target object is located. A second display module configured to display a mark message in response to a mark operation on any battle data of a first object in the game, the mark message being used to prompt the target object to view the battle data of the first object, the first object being any object in the game.
19. An interactive device for a board game, characterized in that The device includes: A first display module configured to display a game interface, the game interface being used to show a chess piece battle condition of a game in which a target object is located, the target object being an object controlled by a local end. A second display module configured to display a mark message based on the game interface, the mark message being used to prompt the target object to view battle data of a first object, the mark message being prompted by an object that is currently viewing the game in which the target object is located, the first object being any object in the game.
20. A computer device, comprising: The computer device includes a processor and a memory, and the memory stores at least one computer program, which is loaded and executed by the processor to implement operations performed by the chess game interaction method according to any one of claims 1 to 9 or operations performed by the chess game interaction method according to any one of claims 10 to 17.
21. A computer-readable storage medium, characterized in that, The computer readable storage medium stores at least one computer program, which is loaded and executed by the processor to implement operations performed by the chess game interaction method according to any one of claims 1 to 9 or operations performed by the chess game interaction method according to any one of claims 10 to 17.
22. A computer program product comprising a computer program, characterized in that, The computer program is loaded and executed by a processor to implement the operations performed by the interactive method of the board game as claimed in any one of claims 1 to 9, or to implement the operations performed by the interactive method of the board game as claimed in any one of claims 10 to 17.