Game element conversion method and device for turn chess game and electronic equipment
By introducing virtual conversion items into turn-based chess games, the random conversion of chess pieces or virtual equipment is achieved, solving the problem of the lack of flexibility and randomness in the conversion of game elements, and improving game strategy and user interaction experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-13
- Publication Date
- 2026-03-13
AI Technical Summary
The lack of flexibility and randomness in the transition of game elements in existing turn-based chess games leads to a lack of game strategy and a low rate of human-computer interaction.
By displaying virtual transformation props, users can select and randomly transform chess pieces or virtual equipment to generate second game elements with different attributes, increasing the flexibility and randomness of game element transformation.
It improves the flexibility and randomness of game element transitions, enriches game strategies and user experience, and increases the human-computer interaction rate.
Smart Images

Figure CN121648545A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method, apparatus, and electronic device for converting game elements in a turn-based board game. Background Technology
[0002] Turn-based board games are a new type of board game. Each game can include multiple rounds. The game interface corresponding to each round can display game elements, which can include at least one of the following: chess pieces or equipment configured on chess pieces.
[0003] In each game round, pieces can be placed on the board. Each piece can be equipped with at least one item. By upgrading the level of a piece or its equipment, the piece's attributes are improved, and these attributes represent its combat ability. The game application automatically controls the pieces of both sides on the board to engage in combat. During the combat, the stronger a piece's combat ability, the greater its probability of winning. Summary of the Invention
[0004] This application provides a method, apparatus, and electronic device for converting game elements in a turn-based board game, which can improve the flexibility and randomness of game element conversion, thereby increasing the human-computer interaction rate of the game. The technical solution is as follows:
[0005] On one hand, embodiments of this application provide a method for converting game elements in a turn-based board game, the method comprising:
[0006] Displays a first game element and a virtual transformation item, wherein the first game element includes at least one of a chess piece or virtual equipment, and the virtual equipment is used to adjust the attributes of the chess piece;
[0007] In response to the triggering operation of the virtual transformation item, the selected first game element is displayed;
[0008] Perform a transformation on the selected first game element and display a second game element that is randomly transformed from the selected first game element.
[0009] On the other hand, embodiments of this application provide a game element conversion device for a turn-based board game, the device comprising:
[0010] The display module is used to display a first game element and a virtual transformation item. The first game element includes at least one of a chess piece or virtual equipment. The virtual equipment is used to adjust the attributes of the chess piece.
[0011] The display module is also used to display the selected first game element in response to the triggering operation of the virtual conversion item;
[0012] The conversion module is used to perform a conversion on the selected first game element and display a second game element obtained by randomly converting the selected first game element.
[0013] In one possible implementation, the display module is configured to display a conversion slot in response to a triggering operation of the virtual conversion item; and to display the selected first game element in the conversion slot when the first game element is selected.
[0014] The conversion module is used to perform a random conversion on the first game element in the conversion slot to obtain the second game element.
[0015] In one possible implementation, the display module is further configured to display a conversion control;
[0016] The conversion module is used to respond to the trigger operation of the conversion control and perform a random conversion operation on the first game element in the conversion slot.
[0017] In one possible implementation, the display module is further configured to display a prompt message if the level of the selected first game element does not match the conversion level of the virtual conversion item, the prompt message being used to guide the selection of a game element corresponding to the conversion level.
[0018] In one possible implementation, the conversion module is further configured to, when the selected first game element is moved to the position of the remaining game element, convert the selected first game element and the remaining game element to obtain the second game element, wherein the remaining game element is a game element other than the selected first game element.
[0019] In one possible implementation, the apparatus further includes an acquisition module for acquiring reference information, the reference information including at least one of the type, cost, or level of the selected first game element;
[0020] The display module is further configured to display prediction information based on the reference information, wherein the prediction information is used to predict the element type of the second game element generated after the conversion operation or the element type of the second game and the probability corresponding to the element type.
[0021] In one possible implementation, the apparatus further includes an update module, which is configured to determine updated reference information when the selected first game element is adjusted; and display updated prediction information based on the updated reference information.
[0022] In one possible implementation, the conversion module is further configured to determine the conversion weight of any selected first game element based on at least one of the cost or level of the selected first game element; determine the conversion parameters corresponding to the selected first game element using the conversion weight; and perform a conversion operation on the selected first game element based on the conversion parameters to obtain the second game element.
[0023] In one possible implementation, the conversion module is configured to determine a parameter range based on the conversion parameters, determine multiple target game elements using the parameter range, and associate the parameter range with the multiple target game elements; and randomly select the second game element from the multiple target game elements.
[0024] In one possible implementation, the virtual transformation item is generated based on at least one of the rounds of a game, the target game objective, or the target game round.
[0025] In one possible implementation, the virtual conversion item includes a first virtual conversion item or a second virtual conversion item, and the acquisition module is further configured to acquire the round number of the game match;
[0026] The device further includes a generation module, which is used to generate the first virtual conversion item when the number of rounds is less than the round threshold; or to generate the second virtual conversion item when the number of rounds is greater than or equal to the round threshold.
[0027] On the other hand, embodiments of this application provide a computer device, which includes a processor and a memory. The memory stores at least one piece of program code, which is loaded and executed by the processor to enable the computer device to implement the game element conversion method for any of the turn-based chess games described above.
[0028] On the other hand, a computer-readable storage medium is also provided, wherein at least one piece of program code is stored in the computer-readable storage medium, the at least one piece of program code being loaded and executed by a processor to enable a computer to implement the game element conversion method for any of the turn-based board games described above.
[0029] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement the game element conversion method of any of the above-mentioned turn-based board games.
[0030] The technical solution provided in this application has at least the following beneficial effects:
[0031] The first game element in the technical solution provided in this application embodiment may include at least one of chess pieces or virtual equipment. Converting at least one of the chess pieces or virtual equipment using virtual conversion items can improve the flexibility of the converted game element. Furthermore, randomly converting the first game element into a second game element can increase the randomness and fun of the game element conversion process, enriching the user's game strategy and experience, thereby improving the human-computer interaction rate. Attached Figure Description
[0032] 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 this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0033] Figure 1 This is a structural block diagram of a computer system for implementing a game element conversion method for turn-based board games, as provided in an embodiment of this application.
[0034] Figure 2 This is a flowchart of a method for converting game elements in a turn-based board game, as provided in an embodiment of this application.
[0035] Figure 3 This is a schematic diagram of a game interface including a first game element and a first virtual transformation item provided in an embodiment of this application;
[0036] Figure 4 This is a schematic diagram of a game interface including a second virtual conversion item provided in an embodiment of this application;
[0037] Figure 5 This is a schematic diagram illustrating a process for displaying a game element selection area according to an embodiment of this application;
[0038] Figure 6 This is a schematic diagram illustrating a process for displaying a selected first game element, as provided in an embodiment of this application.
[0039] Figure 7 This is a schematic diagram illustrating another process for displaying the selected first game element provided in an embodiment of this application;
[0040] Figure 8 This is a schematic diagram of a game interface process for displaying prompt information provided in an embodiment of this application;
[0041] Figure 9 This is a schematic diagram of a game interface process for displaying prediction information provided in an embodiment of this application;
[0042] Figure 10 This is a schematic diagram of a game interface including a second game element provided in an embodiment of this application;
[0043] Figure 11 This is a schematic diagram of another game interface process for displaying a second game element provided in an embodiment of this application;
[0044] Figure 12 This is a flowchart of a method for converting game elements in a turn-based board game, as provided in an embodiment of this application.
[0045] Figure 13 This is a schematic diagram of a game element conversion device for a turn-based board game provided in an embodiment of this application;
[0046] Figure 14 This is a structural block diagram of a terminal device provided in an embodiment of this application;
[0047] Figure 15 This is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation
[0048] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0049] First, let's introduce the terms used in the embodiments of this application:
[0050] Turn-based board games: These are board games where pieces are pre-arranged before the game begins, and during the game, the pieces automatically engage in combat based on the pre-arranged layout. The pieces are usually represented by virtual objects, such as virtual heroes. During the game, these virtual objects automatically unleash various skills. The game is typically turn-based; when all of a player's pieces are eliminated (i.e., their virtual objects' health points decrease to zero), that player loses the turn. In some embodiments, in addition to the virtual pieces, each player also has a player character representing the current user participating in the game. This player character cannot move to the battle area or the piece selection area as a piece. This player character also has health points (or life points), which decrease (indicating defeat) or remain unchanged (indicating victory) based on the outcome of each round. When a virtual object's health points reach zero, the user corresponding to that player character exits the game, and the remaining users continue playing. Optional turn-based board games include auto chess.
[0051] Auto Chess: A multiplayer turn-based competitive game where players collect hero pieces in-game. For example, there are six or eight users (also called players), each occupying a section of the board. Two users then engage in one-on-one battles. Each round of a game consists of a preparation phase and a battle phase. During the preparation phase, users purchase hero pieces from the shop and arrange them on the board. During the battle phase, both sides lock their lineups, and the pieces automatically engage in combat until one side's pieces are all eliminated. The side with all their pieces eliminated loses the round and loses health. The game continues, with new opponents being matched, until a user's health is ≤0 and they are eliminated. The last remaining user wins the game (1st place).
[0052] 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.
[0053] Attributes: In Auto Chess games, a piece's attributes include basic attributes and utility attributes. Basic attributes include, but are not limited to, a piece's health, mana, attack power, spell power, armor, magic resistance, attack speed, and attack range. Utility attributes include, but are not limited to, the economic benefits a piece receives during a game round and free refreshes. A piece's attributes affect its combat ability; the stronger a piece's attributes, the greater its probability of winning the game.
[0054] Equipment: In auto chess games, each piece can generally equip 3 pieces of equipment (or other pieces of equipment). Equipment provides heroes with attributes or effects such as attack power, defense, health, healing, penetration, and shields. Auto chess games in related technologies often include a jungle element where players defeat jungle monsters to obtain equipment dropped by them, which they then collect into their inventory.
[0055] Chess player: refers to a virtual character played by the user. Each chess player has different special abilities that help the user play the game better.
[0056] Figure 1 This is a structural block diagram of a computer system for performing a game element conversion method for a turn-based board game, as provided in an embodiment of this application. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.
[0057] 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 110 runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. This client 111 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 112 uses the first terminal 110 to acquire chess pieces and place them in the battle area of the chessboard. During the battle phase, the first terminal 110 or the server 120 automatically controls the pieces to engage in battle based on the attributes, skills, and layout of the pieces in the battle area.
[0058] 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 131 can be a client for an auto chess game. The second terminal 130 is the terminal used by the second user 132. During the preparation phase of the game, the second user 132 uses the second terminal 130 to acquire pieces and place them in the battle area of the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the pieces to engage in battle based on the attributes, skills, and layout of the pieces in the battle area.
[0059] Optionally, the pieces placed by the first user 112 through the first terminal 110 and the pieces placed by the second user 132 through the second terminal 130 are located in different battle areas on the same chessboard, that is, the first user 112 and the second user 132 are in the same chessboard for the same game. Alternatively, the pieces placed by the first user 112 through the first terminal 110 and the pieces placed by the second user 132 through the second terminal 130 are located on different chessboards, that is, the first user 112 and the second user 132 are in different chessboards for the same game. It should be noted that, in one optional embodiment, a game of turn-based chess game is participated in by multiple (e.g., 8) user accounts. In each round, the multiple user accounts are matched in pairs, and the two user accounts matched together play against each other on the same chessboard in that round.
[0060] Optionally, the clients installed on the first terminal 110 and the second terminal 130 can be the same, or the clients installed on the two terminals can be the same type of client on different operating system platforms. 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, laptops, and desktop computers. The following embodiments use smartphones as examples.
[0061] 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., the user plays against the artificial intelligence), or there may be six, eight, or more terminals. This application does not limit the number of terminals or the type of device.
[0062] Figure 1 Only 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.
[0063] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless or wired network. The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 provides backend services for clients supporting a 3D virtual environment (clients for turn-based chess games / auto chess games). Optionally, the server 120 undertakes the primary computational work, and the terminals undertake secondary computational work; or, the server 120 undertakes secondary computational work, and the terminals undertake the primary computational work; or, the server 120 and the terminals collaborate using a distributed computing architecture.
[0064] In an illustrative example, 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.
[0065] Let's take a turn-based chess game running on a first terminal as an example. In a turn-based chess game, the pieces of both sides engage in combat. Pieces can possess attributes; the stronger the attribute, the better the combat ability. Alternatively, a piece's attribute can change, forming synergies with the attributes of other pieces in the battle, increasing the probability of winning. Therefore, a virtual conversion item can be used to transform the first game element in the game, randomly generating a second game element. In other words, the result of the conversion is not fixed. The first game element can be a chess piece or virtual equipment. The attributes of the second game element can be the same as or different from those of the first game element. For example, if the first game elements are a chess piece and equipment, converting them will result in a second game element that is also a chess piece. The attributes of the converted piece can differ from those of the original piece. Specifically, the attribute value of the converted piece can be greater than that of the original piece, or the type of attribute of the converted piece can be different from that of the original piece.
[0066] The game element conversion method for turn-based chess games provided in this application embodiment can be applied to the above-mentioned... Figure 1 The computer system shown, for example, the method can be derived from... Figure 1 The method can be executed by the first terminal 110 and the second terminal 130, or it can be executed interactively by the first terminal 110, the server 120, and the second terminal 130. Taking the execution of this method by any one of the first terminal 110 and the second terminal 130 as an example, as follows... Figure 2 As shown, the method includes the following steps 201 to 203.
[0067] In step 201, a first game element and a virtual transformation item are displayed. The first game element includes at least one of a chess piece or virtual equipment, and the virtual equipment is used to adjust the attributes of the chess piece.
[0068] In an exemplary embodiment of this application, a game interface can be displayed on the terminal. The game interface may include a preparation area, a battle area, and an equipment slot. The battle area may display the player's own chessboard and the opponent's chessboard. The player's own chessboard includes pieces that the player has already deployed. The preparation area may display pieces that the player owns but has not yet deployed. The equipment slot may display virtual equipment that the player owns. Virtual equipment may include virtual equipment fragments or complete virtual equipment sets.
[0069] In this embodiment, chess pieces and virtual equipment can be collectively referred to as the first game element. Chess pieces can be virtual objects with a certain shape or cards. Different chess pieces can have different costs or levels. The cost of a chess piece is the game resources consumed to purchase it. The level of a chess piece can be represented by stars; chess pieces of different stars have different attribute values, meaning their combat abilities differ. For example, the higher the star rating of a chess piece, the stronger its combat ability and the greater its chance of winning. Similarly, virtual equipment can also have different levels. Different virtual equipment can provide different attribute bonuses to chess pieces; the higher the level of the virtual equipment, the better the attribute bonus effect after using it.
[0070] In addition, the game interface can also display virtual conversion items, which are used to convert chess pieces or virtual equipment. The attributes of the chess pieces can be adjusted by adjusting at least one of the following: the type of the chess piece, the level of the chess piece, the cost of the chess piece, the type of the virtual equipment configured for the chess piece, the level of the virtual equipment configured for the chess piece, and the cost of the virtual equipment configured for the chess piece.
[0071] The virtual conversion item is generated based on at least one of the following: a game round, a target game objective, or a target game round. For example, during a game, a virtual conversion item can be generated when the round is a specified round. For instance, the specified round might be the first round of each game; in the first round of the second game (2-1) and the first round of the third game (3-1), a virtual conversion item can be generated. The target game objective could be generating a virtual conversion item after defeating a specified virtual object in the auto chess game; the specified virtual object could be a wild monster. The target game round could be a special game round; entering a special game round during the game can generate a virtual conversion item. The special game round could include a draft round.
[0072] In an exemplary embodiment of this application, the virtual transformation item may include a first virtual transformation item or a second virtual transformation item. The process of generating a virtual transformation item may include: obtaining the number of rounds in a game; generating the first virtual transformation item if the number of rounds is less than a round threshold; or generating the second virtual transformation item if the number of rounds is greater than or equal to the round threshold.
[0073] For example, during a game match between two players, at least one virtual conversion item can be generated. Taking the generation of two virtual conversion items during a game match, with a round threshold of 4, as an example, the following steps are taken: The current round number of the game match is obtained. If the round number is less than 4, a first virtual conversion item is generated, which may include a basic synthesis item. If the round number is greater than or equal to 4, a second virtual conversion item is generated, which may include an advanced synthesis item. The basic and advanced synthesis items can be used to synthesize different levels of first game elements.
[0074] Optionally, the game interface can also display virtual characters, which are user-controlled characters, also known as chess players or little heroes. These virtual characters can have attribute values. At the end of the current round, the attribute values of the virtual characters can be adjusted based on the outcome of that round. The game interface can display the attribute values of the virtual characters, or it can hide them. For example, a virtual character's attribute value could be its health points, which can be displayed around the virtual character in different game rounds. The health points can be displayed in various ways, including but not limited to bars, rings, or numerical values. When different users compete in a game round, the user who loses deducts a portion of their virtual character's health points.
[0075] Optionally, the first game round interface may also include an information display area, which displays information relevant to the user. For example, the information display area may display the user's account avatar and nickname.
[0076] It should be noted that the content displayed on the game interface in this application is illustrative and can be set according to the actual situation during the game. This application does not limit this.
[0077] Figure 3 This is a schematic diagram of a game interface including a first game element and a first virtual transformation item, provided in an embodiment of this application. Figure 3As shown, the game interface includes a battle area 301 and a preparation area 302. The battle area 301 displays the player's own chessboard (solid line portion) and the opponent's chessboard (dashed line portion). Taking the first round (round 2-1) of the second game as an example, during the battle, the player's own chessboard includes pieces A, B, and C that have already been deployed. The preparation area 302 includes multiple preparation slots 303, which can display pieces A that the player owns but has not yet deployed, as well as the first virtual conversion item 304. The first virtual conversion item can be a basic crafting item. The game interface also includes a user information display area 305 and an equipment slot 306. The user information display area 305 displays the information of the users participating in the game, including the user's avatar and nickname. The equipment slot 306 stores virtual equipment that can be used in the current game round. Virtual equipment can be equipped to any piece to adjust the piece's attributes. For example, virtual equipment can include, but is not limited to, offensive equipment, defensive equipment, and functional equipment. The player's pieces and virtual equipment can be collectively referred to as the primary game elements. Optionally, the game interface can also display a virtual character 307 and its corresponding health 308. Virtual character 307 is a character controlled by the user, and its health 308 can be adjusted based on the game's outcome after the current round.
[0078] Figure 4 This is a schematic diagram of a game interface including a second virtual transformation item, provided in an embodiment of this application. Figure 4 As shown, taking the first round (round 4-1) of the fourth game as an example, the second virtual conversion item 402 can be displayed in the preparation area 401 of the game interface. The appearance of the second virtual conversion item 402 can be different from that of the first virtual conversion item. The second virtual conversion item 402 can be an advanced synthesis item. It should be noted that the remaining information in the game interface of the first round of the fourth game is similar to that of the first round of the second game, which can be found in [reference needed]. Figure 3 The relevant information will not be elaborated on here.
[0079] Furthermore, the display method of the first virtual conversion item and the second virtual conversion item in this application is illustrative only. The first virtual conversion item and the second virtual conversion item can also be displayed in the equipment bar. This application does not limit this.
[0080] The technical solution provided in this application generates different virtual transformation items in different game rounds, that is, different virtual transformation items are generated at different game stages. Users can use virtual transformation items to plan game strategies, which helps to maintain the balance of each stage of the game and the flexibility of game strategy layout, and provides a richer user experience.
[0081] In step 202, in response to the triggering operation of the virtual transformation item, the selected first game element is displayed.
[0082] In the exemplary embodiment of this application, after obtaining the virtual transformation item, the timing of its use can be flexibly chosen during the current game. Upon detecting a trigger operation for the virtual transformation item, a first game element in the game interface becomes selectable, and in response to the selection operation of the first game element, the selected first game element can be displayed. The trigger operation for the virtual transformation item may include, but is not limited to, a single-click operation, a double-click operation, and a long-press operation for the virtual transformation item; the selection operation for the first game element may include, but is not limited to, a single-click operation, a double-click operation, a long-press operation, and a drag operation for the first game element.
[0083] In one embodiment, the process of displaying a first game element may include: displaying a conversion slot in response to a triggering operation of a virtual conversion item; and displaying the selected first game element in the conversion slot when the first game element is selected.
[0084] For example, after the virtual transformation item is triggered, a game element selection area can be displayed, which may include at least one transformation slot. Optionally, auxiliary information can be displayed around the transformation slot to guide the user to place the selected first game element into the transformation slot. That is, after the first game element is selected, it can be dragged to the transformation slot, where the first game element to be transformed can be displayed. The transformation slot may display at least one of the selected first game element's name or virtual avatar.
[0085] Figure 5 This is a schematic diagram illustrating a process for displaying a selection area for game elements, as provided in an embodiment of this application. Figure 5 As shown, when the virtual conversion item 501 displayed in the game interface is triggered, a game element selection area 502 can be displayed in the game interface. Multiple conversion slots 503 can be displayed in the game element selection area 502. These conversion slots 503 are used to place the first selected game element, i.e., the selected piece or virtual equipment. The game element selection area 502 can also display auxiliary information 504, which guides the user to place the selected piece or virtual equipment into the conversion slots 503.
[0086] It should be noted that the content in the game element selection area described above is illustrative, and other information may also be displayed in the game selection area, which is not limited in this application. Furthermore, the number of conversion slots displayed in the game selection area may be related to the virtual conversion item; for example, the number of conversion slots displayed in the game element selection area corresponding to the first virtual conversion item and the second virtual conversion item may be the same or different.
[0087] After displaying the game element selection area, the first game element to be selected can be determined based on the user's selection operation, and the first game element to be selected can be displayed in the transition slot in the game element selection area.
[0088] In one embodiment, the first game element is taken as a chess piece. Figure 6 This is a schematic diagram illustrating a process for displaying a selected first game element, as provided in an embodiment of this application. Figure 6 As shown, the first game element may include piece A located in the preparation area and pieces A through C located in the battle area. The user selects pieces A and C, and drags them to the conversion slots 602 in the game element selection area 601. Each conversion slot 602 can hold one piece. After the selected pieces A and C are placed in the conversion slots 602, the names of the selected pieces can be displayed in the conversion slots 602. At this time, the positions where pieces A and C were previously located can be displayed in shadow, and pieces A and C can be displayed in a blurred state.
[0089] In another embodiment, the first game elements are chess pieces and virtual equipment. Figure 7 This is a schematic diagram illustrating another process for displaying the selected first game element provided in an embodiment of this application. For example... Figure 7 As shown, the first game element can include chess pieces and virtual equipment. For example, chess piece A in the preparation area, chess piece A in the battle area, and virtual equipment 704 in the equipment slot 703 can be selected. The selected chess piece A and virtual equipment can be dragged to the conversion slot 702 in the game element selection area 701. Each conversion slot 702 can hold one chess piece or one virtual equipment. After the selected chess piece or virtual equipment is placed in the conversion slot 702, the conversion slot 702 can display the selected chess piece or virtual equipment, or display the name of the selected chess piece or virtual equipment. At this time, the position where the selected chess piece A was previously located can be displayed in shadow, and the selected chess piece A and virtual equipment 704 can be displayed in a blurred state.
[0090] Optionally, before displaying the first game element in the conversion slot, the conversion level of the virtual conversion item can be obtained, and the conversion level of the virtual conversion item can be matched with the level of the selected first game element. If the level of the selected first game element does not match the conversion level of the virtual conversion item, a prompt message is displayed to guide the selection of the game element corresponding to the conversion level.
[0091] In an exemplary embodiment of this application, different virtual transformation items can be generated in different game rounds. For example, a first virtual transformation item and a second virtual transformation item can be generated, and the first and second virtual transformation items can have different transformation levels. That is, the first and second virtual transformation items are used to transform at least one of chess pieces or virtual equipment of different levels. Optionally, the first and second virtual transformation items can also correspond to the same number of transformation slots or different numbers of transformation slots.
[0092] This application illustrates the concept using the example of different virtual conversion items corresponding to the same number of conversion slots. The conversion level of the virtual conversion item determines the level of the game element that can be placed in the conversion slot. For example, the conversion slot corresponding to the first virtual conversion item is used to place chess pieces or virtual equipment of level 3 or lower, while the conversion slot corresponding to the second virtual conversion item is used to place chess pieces or virtual equipment of level 3 or higher.
[0093] During the process of placing the selected first game element into the conversion slot, the level of the selected first game element is matched with the level corresponding to the conversion slot. If the level of the conversion slot contains the level of the selected first game element, the first game element can be displayed in the conversion slot; if the level of the conversion slot does not contain the level of the selected first game element, a prompt message can be displayed to guide the user to select a game element of the corresponding level.
[0094] Figure 8 This is a schematic diagram illustrating a game interface process for displaying prompt information, as provided in an embodiment of this application. Figure 8 As shown, the game interface displays a game element selection area 801, which can include multiple conversion slots 802. Conversion slots 802 can hold chess pieces or virtual equipment whose conversion level matches the virtual conversion equipment's level. For example, conversion slot 802 can hold chess pieces or virtual equipment of level 3 or lower. When the user selects chess piece E and drags it to conversion slot 802, if chess piece E's level does not match the conversion level, a prompt message 803 can be displayed on the game interface. For example, prompt message 803 could read "Only chess pieces / equipment below level 3 are supported." Prompt message 803 guides the user to place chess pieces or virtual equipment that match the conversion level.
[0095] The technical solution provided in this application, by confirming the conversion level of the virtual conversion item, allows users to select game elements of the corresponding level based on the conversion level, increasing the personalization and flexibility of the selection process for the converted game elements. Furthermore, when the level of the game element selected by the user does not match the conversion level, prompts are used to guide the user to select a game element that matches the conversion level. The prompts promptly remind the user, and the user can adjust the selected game element in a timely manner based on the prompts, which can improve the efficiency of the game element conversion process to a certain extent.
[0096] In another embodiment of this application, the selected first game element can also be determined without moving its position. For example, the selected first game element can be determined by performing a single-click, double-click, or long-press operation on it. Once the first game element is selected, its display method on the game interface differs from that of the unselected first game element. For example, the display method of the selected first game element may include, but is not limited to, shadow display, highlight display, dynamic display, zoomed-in display, zoomed-out display, color-changing display, and patterned display of the first game element or its location.
[0097] It should be noted that the display method of the selected game elements in this application is illustrative only. The display method of the selected game elements can also be set according to the actual game situation, and this application does not limit this.
[0098] Optionally, after determining the selected first game element, prediction information can also be displayed based on the selected first game element. The process of displaying prediction information based on the selected first game element may include: obtaining reference information, which includes at least one of the type, cost, or level of the selected first game element; and displaying prediction information based on the reference information, which is used to predict the element type of the second game element or the element type of the second game and the probability corresponding to the element type.
[0099] For example, after determining the selected first game element, reference information corresponding to the first game element can also be obtained. For instance, the reference information can be the type of the chess piece and the type of virtual equipment. The type of chess piece can include warriors, mages, archers, supports, and tanks, etc.; the type of virtual equipment can include attack equipment, defense equipment, and healing equipment, etc. The reference information can also include the cost of the chess piece and virtual equipment, where the cost is the game resources required to purchase the chess piece or virtual equipment; the reference information can also be the level of the chess piece or virtual equipment. The higher the level of the chess piece or virtual equipment, the stronger the corresponding chess piece's combat ability or the better the improvement effect on the chess piece's combat ability. By integrating the reference information of the selected first game element, prediction information is obtained. The prediction information can include the type of the second game element that may be generated after the selected first game element is transformed. Optionally, the prediction information can also include the probability corresponding to the type of the second game element. The process of determining the type of the second game element and the probability corresponding to the type of the second game element is described in detail below, please refer to the relevant content below.
[0100] The following example illustrates how a conversion operation, which includes the type of the second game element and the probability corresponding to that type, can be transformed into a synthesis operation. Figure 9 This is a schematic diagram illustrating a game interface process for displaying prediction information, provided in an embodiment of this application. For example... Figure 9 As shown, when the selected first game element is two chess pieces A and one virtual item, prediction information 901 corresponding to the selected first game element can be displayed. Prediction information 901 can include the type of the synthesized second game element and the probability corresponding to each type. For example, after synthesizing two chess pieces A and one virtual item, the probability of obtaining a chess piece is 90%, the probability of obtaining the virtual item is 8%, and the probability of obtaining virtual coins is 2%.
[0101] In addition, the prediction information can also include the type of chess piece or virtual equipment, as well as the probability of each type. Taking the chess piece in the prediction information as an example, the probability of the predicted chess piece being a warrior is 40%, a mage is 10%, an archer is 15%, a support is 10%, and a tank is 5%.
[0102] The technical solution provided in this application obtains prediction information through reference information of a first game element. The prediction information may include the element type of a second game and the probability corresponding to that element type. Users can use the type and probability of the second game element in the prediction information to determine whether to convert the selected first game element, assisting users in making game decisions more quickly and improving game efficiency. Furthermore, if the probability of the type of the second game element needed by the user is low, as shown in the prediction information, the user can choose not to perform the conversion operation, which can save game resources to some extent.
[0103] In an exemplary embodiment of this application, if the prediction information does not meet the user's needs after it has been displayed, the prediction information can be updated. If the selected first game element is adjusted, updated reference information is determined; the updated prediction information is then displayed based on the updated reference information.
[0104] For example, the selected first game element is adjusted based on the type and probability of the second game element contained in the prediction information until the probability corresponding to the type of the second game element desired by the user is maximized. During each adjustment of the selected first game element, reference information for the selected first game element can be retrieved again, and the corresponding prediction information can be updated.
[0105] The technical solution provided in this application increases the user's chances of obtaining a desired second game element by adjusting the selected first game element and generating updated prediction information using the reference information of the updated first game element. In subsequent game processes, the second game element can be used to formulate game strategies, which can improve the game's strategic nature and user experience to a certain extent.
[0106] In step 203, the selected first game element is transformed, and a second game element, which is randomly transformed from the selected first game element, is displayed.
[0107] In one embodiment of this application, the process of converting a first game element may include: displaying a conversion control; and, in response to a triggering operation of the conversion control, performing a random conversion operation on the first game element in the conversion slot.
[0108] For example, the conversion control can be used to convert a single first game element or to combine multiple first game elements. For instance, the conversion control can convert one piece or virtual equipment into another; or, it can combine at least one of multiple pieces or virtual equipment into a single piece or virtual equipment. The conversion control can be displayed in the game element selection area of the game interface. Triggering operations for the conversion control can include, but are not limited to, single-click, double-click, and long-press operations. After the conversion control is triggered, it can convert the first game element displayed in the conversion slot, randomly obtaining a second game element after conversion.
[0109] In another embodiment of this application, when the selected first game element is moved to the position of the remaining game element, the selected first game element and the remaining game element are transformed to obtain a second game element, and the remaining game element is a game element other than the selected first game element.
[0110] When multiple first game elements need to be transformed, the transformation can be achieved through the combination of game elements. For example, a selected piece can be moved to the position of any remaining piece. If the level of the selected piece and the piece at that position meets the transformation condition, the selected piece can be transformed with that piece, randomly resulting in a transformed second game element. As another example, a selected virtual item can be moved to the position of a piece. If the level of the selected virtual item and the piece at that position meets the transformation condition, the selected virtual item can be transformed with that piece, randomly resulting in a transformed second game element. This can be done by selecting one first game element at a time and moving it sequentially to the positions of the remaining game elements for transformation; or by selecting multiple first game elements simultaneously and moving them all at once to the positions of the remaining game elements for transformation.
[0111] The technical solution provided in this application uses a conversion control to convert a selected first game element or directly moves the selected first game element to the position of a remaining game element, converting the selected first game element with the remaining game element at that position to randomly obtain a second game element. By using the selected first game element to randomly obtain a new game element, namely the second game element, the randomness and fun of the game process can be increased, enriching the user's game strategy and game experience, thereby improving the human-computer interaction rate.
[0112] In an exemplary embodiment of this application, the process of randomly generating a second game element based on a selected first game element may include: determining a conversion weight of any selected first game element based on at least one of the cost or level of the selected first game element; determining a conversion parameter corresponding to the selected first game element using the conversion weight; and performing a conversion operation on the selected first game element based on the conversion parameter to obtain the second game element.
[0113] For example, after determining the selected first game element, the cost and level of the selected first game element can be obtained, i.e., the cost or level of the selected piece or virtual equipment. The conversion weight corresponding to the selected first game element is determined based on the cost and level of all selected first game elements. The higher the cost or level of the selected first game element, the greater its corresponding conversion weight. A basic conversion parameter is calculated for each selected first game element using its level and cost. This basic conversion parameter can be the average of the level and cost of the selected first game elements. The conversion parameter of the selected first game element is obtained by calculating the weighted value of its basic conversion parameter and its corresponding conversion weight.
[0114] The process of performing a transformation operation on a selected first game element using transformation parameters to obtain a second game element may include: determining a parameter range based on the transformation parameters; determining multiple target game elements using the parameter range; associating the parameter range with the multiple target game elements; and randomly determining a second game element from among the multiple target game elements.
[0115] For example, the second game element set may include multiple set units, each set unit may include multiple second game elements, and each set unit corresponds to a parameter range. After determining the transformation parameter of the selected first game element, the parameter range in which the transformation parameter lies can be determined, thereby determining the target set unit corresponding to the transformation parameter among the multiple set units, and then determining the second game element contained in the target set unit, i.e., the target game element, and associating the transformation parameter with the target game element. After determining the target game element, a game element can be randomly selected from the target game elements as the second game element obtained by transforming the selected first game element.
[0116] Optionally, different game sets can correspond to different reward benchmarks, where the reward benchmark is the base value corresponding to the cost or level of the second game element. Within the same game set, the cost or level of the second game element falls within the conversion range corresponding to the reward benchmark. For example, the conversion range of the reward benchmark might be 20% above or below the base value, and the average cost and level of the second game element within the same game set might be between 80% and 120% of the base value.
[0117] By setting a return benchmark and conversion range for the second game element during the conversion process, and controlling the fluctuations in the cost and level of the second game element within a reasonable range, the balance and competitiveness of game resources can be guaranteed to a certain extent during the conversion process. In other words, during the conversion process, players have a certain probability of obtaining pieces or equipment with higher or lower virtual value, but the virtual value of the obtained pieces or equipment remains within a certain conversion range, thus improving game balance.
[0118] This explanation uses the example of a first selected game element as a piece and a second transformed game element as a piece. When multiple selected pieces have the same level and cost, the transformed piece can be a piece with the same cost but a higher level, or a piece with a higher cost but a lower level. When multiple selected pieces have different levels but the same cost, the transformed piece can have a level greater than or equal to the highest level of the selected pieces. For example, if there are three selected pieces (two 2-star, 2-cost pieces and one 1-star, 2-cost piece), the transformed piece can be a single piece, which can be a 3-star, 2-cost, 2-star, or 2-star, 3-cost piece. It should be noted that the type, level, and cost of the first selected game element and the generated second game element are illustrative examples. The process of obtaining the second game element through the transformation operation is random; that is, the second game element can also be a game element of other types, levels, or costs, which this application does not limit.
[0119] Let's take the second game element, the chess piece, as an example for explanation. Figure 10 This is a schematic diagram of a game interface including a second game element provided in an embodiment of this application. Figure 10 As shown, after the selected first game element is transformed, the game interface can display the transformation result information 1001 and the second game element 1002. The transformation result information 1001 can remind the user that the transformation was successful. When the second game element 1002 is a chess piece, the transformed chess piece can be displayed in the preparation area of the game interface. For example, the transformed chess piece is chess piece D.
[0120] In another embodiment of this application, after the selected first game element is transformed, a random transformation item is displayed in the game interface, and in response to the triggering operation of the random transformation item, a second game element is displayed in the game interface.
[0121] The second game element can also include virtual coins. That is, when the selected first game element has multiple types, virtual coins can be generated probabilistically. The higher the difficulty of obtaining the selected first game element, the more virtual coins will be randomly generated after conversion.
[0122] Let's take virtual coins as an example to illustrate this. Figure 11 This is a schematic diagram illustrating another game interface process for displaying a second game element, provided in an embodiment of this application. For example... Figure 11As shown, the game interface displays the user's current virtual coins 1101. After the selected first game element undergoes a conversion operation, a random conversion item 1102 is displayed on the game interface. The random conversion item 1102 can be stationary or moving within the game interface. The user can control the virtual character 1103 to pick up the random conversion item 1102, randomly generating a second game element. For example, if the second game element is 20 virtual coins, the game interface will display the user's virtual coins 1104 after the conversion operation.
[0123] By generating random conversion items during the acquisition of second game elements, and then randomly generating second game elements after the virtual character triggers the random conversion items, the fun and human-computer interaction rate of the acquisition process can be improved.
[0124] The technical solution provided in this application sets a corresponding conversion weight for the selected first game element to obtain the conversion parameter corresponding to the selected first game element. Then, it randomly determines the converted second game element from among multiple second game elements associated with the parameter range of the conversion parameter. This can improve the randomness and balance of the conversion process, thereby improving the strategy and user experience of the game.
[0125] Figure 12 This is a flowchart illustrating a method for converting game elements in a turn-based board game, as provided in an embodiment of this application. This method can be... Figure 1 The method is executed on terminals (first terminal and second terminal) in the computer system shown. Taking the generation of virtual conversion items using the rounds of a game and the conversion of a selected first game element using a conversion slot as an example, the method includes the following:
[0126] Step 1201: Obtain the round number of the game.
[0127] Step 1202: Determine if the round is the round in which virtual conversion items are distributed. If yes, proceed to step 1203; otherwise, proceed to step 1204.
[0128] Step 1203: Issue the corresponding virtual conversion items.
[0129] Step 1204: Maintain the current game state.
[0130] Steps 1201 to 1204 have been described in step 201 and can be referred to the description of the relevant steps, so they will not be repeated here.
[0131] Step 1205: Determine if the virtual conversion item has been triggered. If yes, proceed to step 1206; otherwise, return to step 1204.
[0132] Step 1206: Display the corresponding conversion slot and conversion control based on the level of the virtual conversion item.
[0133] Step 1207: Place the selected first game element into the conversion slot.
[0134] Step 1208: Determine whether the level of the selected first game element matches the conversion level of the virtual conversion item. If yes, proceed to step 1209; otherwise, proceed to step 1210.
[0135] Step 1209: Display the first game element in the conversion slot.
[0136] Step 1210: Display a prompt message to guide the selection of game elements corresponding to the level.
[0137] Step 1211: Determine if the selected first game has changed. If yes, return to step 1207; otherwise, return to step 1210.
[0138] Steps 1205 to 1211 have been described in step 202 and can be referred to the description of the relevant steps, so they will not be repeated here.
[0139] Step 1212: Determine if the conversion control has been triggered. If yes, return to step 1213; otherwise, return to step 1209.
[0140] Step 1213: Randomly convert the first game element in the conversion slot to obtain the second game element, and display the second game element.
[0141] Steps 1212 to 1213 have been described in step 203 and can be referred to the description of the relevant steps, so they will not be repeated here.
[0142] The technical solution provided in this application uses a virtual conversion tool to convert a selected first game element into a random second game element. This increases the randomness and fun of the game conversion process, enriches the user's game strategy and experience, and thus improves the human-computer interaction rate. Furthermore, during the conversion of the selected first game element, by confirming the conversion level of the virtual conversion tool, the user can select a game element of the corresponding level based on the conversion level, increasing the personalization and flexibility of the game element selection process. Moreover, if the level of the game element selected by the user does not match the conversion level, prompts guide the user to select a game element that matches the conversion level. These prompts promptly remind the user, allowing them to adjust their selection accordingly, which can improve the efficiency of the game element conversion process to a certain extent.
[0143] This application also provides a device for converting game elements in a turn-based board game. Figure 13 This is a schematic diagram of a game element conversion device provided in an embodiment of this application, such as... Figure 13 As shown, the device includes:
[0144] Display module 1301 is used to display a first game element and a virtual transformation item. The first game element includes at least one of a chess piece or virtual equipment. The virtual equipment is used to adjust the attributes of the chess piece.
[0145] The display module 1301 is also used to display the first selected game element in response to the triggering operation of the virtual transformation prop;
[0146] The conversion module 1302 is used to perform a conversion on the selected first game element and display a second game element obtained by randomly converting the selected first game element.
[0147] In one possible implementation, the display module 1301 is used to display the conversion slot in response to the triggering operation of the virtual conversion item; when the first game element is selected, the selected first game element is displayed in the conversion slot.
[0148] The conversion module 1302 is used to perform a random conversion on the first game element in the conversion slot to obtain the second game element.
[0149] In one possible implementation, display module 1301 is also used to display conversion controls;
[0150] The conversion module 1302 is used to perform a random conversion operation on the first game element in the conversion slot in response to the trigger operation of the conversion control.
[0151] In one possible implementation, the display module 1301 is further configured to display a prompt message when the level of the selected first game element does not match the conversion level of the virtual conversion item. The prompt message is used to guide the selection of a game element that corresponds to the conversion level.
[0152] In one possible implementation, the conversion module 1302 is further configured to perform a conversion between the selected first game element and the remaining game element when the selected first game element is moved to the position of the remaining game element, to obtain a second game element, wherein the remaining game element is a game element other than the selected first game element.
[0153] In one possible implementation, the apparatus further includes an acquisition module (not shown in the figure), which is used to acquire reference information, including at least one of the type, cost, or level of the selected first game element;
[0154] The display module 1301 is also used to display prediction information based on reference information. The prediction information is used to predict the element type of the second game element generated after the conversion operation or the element type of the second game and the probability corresponding to the element type.
[0155] In one possible implementation, the device further includes an update module (not shown in the figure), which is used to determine updated reference information when the selected first game element is adjusted; and to display updated prediction information based on the updated reference information.
[0156] In one possible implementation, the conversion module 1302 is further configured to determine the conversion weight of any selected first game element based on at least one of the cost or level of the selected first game element; determine the conversion parameters corresponding to the selected first game element using the conversion weight; and perform a conversion operation on the selected first game element based on the conversion parameters to obtain a second game element.
[0157] In one possible implementation, the conversion module 1302 is used to determine a parameter range based on the conversion parameters, use the parameter range to determine multiple target game elements, and associate the parameter range with the multiple target game elements; and randomly determine a second game element among the multiple target game elements.
[0158] In one possible implementation, the virtual transformation item is generated based on at least one of the following: the round of a game, the target game objective, or the target game round.
[0159] In one possible implementation, the virtual conversion item includes a first virtual conversion item or a second virtual conversion item, and the acquisition module is also used to acquire the round number of the game.
[0160] The device also includes a generation module (not shown in the figure), which is used to generate a first virtual conversion item when the number of rounds is less than the round threshold; or to generate a second virtual conversion item when the number of rounds is greater than or equal to the round threshold.
[0161] The first game element in the technical solution provided in this application embodiment may include at least one of chess pieces or virtual equipment. Converting at least one of the chess pieces or virtual equipment using virtual conversion items can improve the flexibility of the converted game element. Furthermore, randomly converting the first game element into a second game element can increase the randomness and fun of the game element conversion process, enriching the user's game strategy and experience, thereby improving the human-computer interaction rate.
[0162] It should be understood that the above-described apparatus is only illustrated by the division of the functional modules described above when implementing its functions. In practical applications, the functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process can be found in the method embodiments, which will not be repeated here.
[0163] Figure 14 This application provides a structural block diagram of a terminal device. The terminal device 1400 can be any electronic device product capable of human-computer interaction with a user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), tablet computers, smart car systems, smart TVs, smart speakers, and smartwatches.
[0164] Typically, terminal device 1400 includes a processor 1401 and a memory 1402.
[0165] Processor 1401 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1401 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 1401 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 1401 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 1401 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0166] The memory 1402 may include one or more computer-readable storage media, which may be non-transitory. The memory 1402 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 the memory 1402 is used to store at least one instruction, which is executed by the processor 1401 to implement the game element conversion method for a turn-based board game provided in the method embodiments of this application.
[0167] In some embodiments, the terminal device 1400 may also optionally include a peripheral device interface 1403 and at least one peripheral device. The processor 1401, memory 1402, and peripheral device interface 1403 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1403 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1404, a display screen 1405, a camera assembly 1406, an audio circuit 1407, and a power supply 1408.
[0168] Peripheral device interface 1403 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1401 and memory 1402. In some embodiments, processor 1401, memory 1402 and peripheral device interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1401, memory 1402 and peripheral device interface 1403 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0169] The radio frequency (RF) circuit 1404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1404 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1404 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1404 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 1404 can communicate with other terminal devices through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1404 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0170] Display screen 1405 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1105 is a touch display screen, display screen 1405 also has the ability to collect touch signals on or above the surface of display screen 1405. These touch signals can be input as control signals to processor 1401 for processing. In this case, display screen 1405 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, display screen 1405 may be a single display screen disposed on the front panel of terminal device 1400; in other embodiments, display screen 1405 may be at least two, disposed on different surfaces of terminal device 1400 or in a folded design; in still other embodiments, display screen 1405 may be a flexible display screen disposed on a curved or folded surface of terminal device 1400. Furthermore, display screen 1405 may also be configured as a non-rectangular irregular shape, i.e., a non-rectangular screen. The display screen 1405 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0171] The camera assembly 1406 is used to acquire images or videos. Optionally, the camera assembly 1406 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal device 1400, and the rear-facing camera is located on the back of the terminal device 1400. 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 blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 1406 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.
[0172] The audio circuit 1407 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to the processor 1401 for processing, or input to the radio frequency circuit 1404 to achieve voice communication. For stereo sound acquisition or noise reduction purposes, there may be multiple microphones, each located at a different part of the terminal device 1400. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1401 or the radio frequency circuit 1404 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 1407 may also include a headphone jack.
[0173] Power supply 1408 is used to power the various components in terminal device 1400. Power supply 1408 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1408 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0174] In some embodiments, the terminal device 1400 further includes one or more sensors 1410. The one or more sensors 1410 include, but are not limited to: an acceleration sensor 1411, a gyroscope sensor 1412, a pressure sensor 1413, an optical sensor 1414, and a proximity sensor 1415.
[0175] Accelerometer 1411 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by terminal device 1400. For example, accelerometer 1411 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1401 can control display screen 1405 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1411. Accelerometer 1411 can also be used for games or for acquiring user motion data.
[0176] The gyroscope sensor 1412 can detect the orientation and rotation angle of the terminal device 1400. The gyroscope sensor 1412 can work in conjunction with the accelerometer sensor 1411 to collect 3D motion data from the user on the terminal device 1400. Based on the data collected by the gyroscope sensor 1412, the processor 1401 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.
[0177] The pressure sensor 1413 can be disposed on the side bezel of the terminal device 1400 and / or on the lower layer of the display screen 1405. When the pressure sensor 1413 is disposed on the side bezel of the terminal device 1400, it can detect the user's grip signal on the terminal device 1400, and the processor 1401 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1413. When the pressure sensor 1413 is disposed on the lower layer of the display screen 1405, the processor 1401 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 1405. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0178] Optical sensor 1414 is used to collect ambient light intensity. In one embodiment, processor 1401 can control the display brightness of display screen 1405 based on the ambient light intensity collected by optical sensor 1414. Specifically, when the ambient light intensity is high, the display brightness of display screen 1405 is increased; when the ambient light intensity is low, the display brightness of display screen 1405 is decreased. In another embodiment, processor 1401 can also dynamically adjust the shooting parameters of camera assembly 1406 based on the ambient light intensity collected by optical sensor 1414.
[0179] The proximity sensor 1415, also known as a distance sensor, is typically located on the front panel of the terminal device 1400. The proximity sensor 1415 is used to detect the distance between the user and the front of the terminal device 1400. In one embodiment, when the proximity sensor 1415 detects that the distance between the user and the front of the terminal device 1400 is gradually decreasing, the processor 1401 controls the display screen 1405 to switch from a screen-on state to a screen-off state; when the proximity sensor 1415 detects that the distance between the user and the front of the terminal device 1400 is gradually increasing, the processor 1401 controls the display screen 1405 to switch from a screen-off state to a screen-on state.
[0180] Those skilled in the art will understand that Figure 14 The structure shown does not constitute a limitation on the terminal device 1400, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0181] Figure 15 This is a schematic diagram of the server structure provided in the embodiments of this application. The server 1500 can vary considerably due to different configurations or performance. It may include one or more processors 1501 and one or more memories 1502. The one or more memories 1502 store at least one piece of program code, which is loaded and executed by the one or more processors 1501 to implement the game element conversion method for turn-based chess games provided in the above-described method embodiments. Of course, the server 1500 may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server 1500 may also include other components for implementing device functions, which will not be elaborated here.
[0182] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores at least one piece of program code that is loaded and executed by a processor to enable a computer to implement the game element conversion method of any of the turn-based board games described above.
[0183] Optionally, the aforementioned computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.
[0184] In an exemplary embodiment, a computer program or computer program product is also provided, which stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement the game element conversion method of any of the turn-based board games described above.
[0185] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the game interface, first game element, second game element, and virtual transformation items involved in this application were all obtained with full authorization.
[0186] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.
[0187] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the principles of this application should be included within the protection scope of this application.
Claims
1. A method for converting game elements in a turn-based board game, characterized in that, The method includes: Displays a first game element and a virtual transformation item, wherein the first game element includes at least one of a chess piece or virtual equipment, and the virtual equipment is used to adjust the attributes of the chess piece; In response to the triggering operation of the virtual transformation item, the selected first game element is displayed; Perform a transformation on the selected first game element and display a second game element that is randomly transformed from the selected first game element.
2. The method according to claim 1, characterized in that, The response to the triggering operation of the virtual conversion item, displaying the selected first game element, includes: In response to the triggering operation of the virtual conversion item, the conversion slot is displayed; When the first game element is selected, the selected first game element is displayed in the conversion slot; The transformation performed on the selected first game element includes: A random transformation is performed on the first game element in the transformation slot to obtain the second game element.
3. The method according to claim 2, characterized in that, Before displaying the second game element, which is randomly transformed from the selected first game element, the method further includes: Display conversion controls; In response to the triggering operation of the conversion control, a random conversion operation is performed on the first game element in the conversion slot.
4. The method according to claim 1, characterized in that, The method further includes: If the level of the selected first game element does not match the conversion level of the virtual conversion item, a prompt message is displayed to guide the selection of a game element corresponding to the conversion level.
5. The method according to claim 1, characterized in that, Before displaying the second game element, which is randomly transformed from the selected first game element, the method further includes: When the selected first game element is moved to the position of the remaining game elements, the selected first game element and the remaining game elements are transformed to obtain the second game element, wherein the remaining game elements are game elements other than the selected first game element.
6. The method according to claim 1, characterized in that, After displaying the selected first game element, the process also includes: Obtain reference information, which includes at least one of the type, cost, or level of the selected first game element; Based on the reference information, prediction information is displayed. The prediction information is used to predict the element type of the second game element generated after the conversion operation, or the element type of the second game and the probability corresponding to the element type.
7. The method according to claim 6, characterized in that, After displaying the prediction information based on the reference information, the method further includes: If the selected first game element is adjusted, determine the updated reference information; The updated prediction information is displayed based on the updated reference information.
8. The method according to any one of claims 1 to 7, characterized in that, Before displaying the second game element, which is randomly transformed from the selected first game element, the method further includes: The conversion weight of any selected first game element is determined based on at least one of the cost or level of the selected first game element; The transformation parameters corresponding to the selected first game element are determined using the transformation weights. The transformation performed on the selected first game element includes: Based on the transformation parameters, a transformation operation is performed on the selected first game element to obtain the second game element.
9. The method according to claim 8, characterized in that, The step of performing a transformation operation on the selected first game element based on the transformation parameters to obtain the second game element includes: Based on the conversion parameters, a parameter range is determined, and multiple target game elements are determined using the parameter range, wherein the parameter range is associated with the multiple target game elements; The second game element is randomly selected from the plurality of target game elements.
10. The method according to any one of claims 1 to 7, characterized in that, The virtual transformation item is generated based on at least one of the following: the round of the game, the target game objective, or the target game round.
11. The method according to claim 10, characterized in that, The virtual transformation item includes a first virtual transformation item or a second virtual transformation item. Before displaying the first game element and the virtual transformation item, the process further includes: Obtain the round number of the game session; If the number of rounds is less than the round threshold, the first virtual conversion item is generated; Alternatively, if the number of rounds is greater than or equal to the round threshold, the second virtual conversion item is generated.
12. A device for converting game elements in a turn-based board game, characterized in that, The device includes: The display module is used to display a first game element and a virtual transformation item. The first game element includes at least one of a chess piece or virtual equipment. The virtual equipment is used to adjust the attributes of the chess piece. The display module is also used to display the selected first game element in response to the triggering operation of the virtual conversion item; The conversion module is used to perform a conversion on the selected first game element and display a second game element obtained by randomly converting the selected first game element.
13. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one piece of program code, the at least one piece of program code being loaded and executed by the processor to enable the computer device to implement the game element conversion method for turn-based board games as described in any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one piece of program code, which is loaded and executed by a processor to enable the computer to implement the game element conversion method for a turn-based board game as described in any one of claims 1 to 11.
15. A computer program product, characterized in that, The computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement the game element conversion method for turn-based chess games as described in any one of claims 1 to 11.