Game assisting method and device, electronic equipment and storage medium
By providing a lineup details interface and switching controls in the auto chess game, the problem of inconvenient lineup switching is solved, realizing convenient lineup management and game assistance, and improving player experience and resource utilization efficiency.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2025-11-24
- Publication Date
- 2026-04-21
AI Technical Summary
The lack of lineup planning and switching mechanisms for different game stages in auto chess games leads to cumbersome player operations, increased computational burden, excessive consumption of storage space and server resources, and monotonous gameplay with a lack of phased strategic adjustments.
A game assistance method is provided, which displays the game screen and lineup details interface through a graphical user interface, allowing players to easily switch sub-lineup information at different stages, and realize the lineup information and game assistance by switching controls and lineup usage controls.
Players can easily switch lineups at different stages of the game, enhancing the interactive experience, enriching the game's depth and gameplay diversity, reducing the computational resource consumption of manual operations, and optimizing the utilization of device resources.
Smart Images

Figure CN121891774A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and more particularly to a game assistance method, device, electronic device, and storage medium. Background Technology
[0002] Auto Chess is a turn-based strategy game where players select pieces with different attributes to combine and utilize the synergies between these pieces to build the strongest lineup to battle against other players. In related technologies, games typically offer lineup recommendations, allowing players to view detailed information about different lineups. However, these recommendations usually only provide the final lineup configuration and lack mechanisms for planning and switching lineups at different game stages (e.g., early, mid, and late game). This fails to provide targeted assistance to players at different stages of the game. This results in cumbersome user operations, requiring manual adjustments to lineup configurations to adapt to different game stages. The gameplay becomes monotonous, lacking a phased strategic adjustment experience. Furthermore, the frequent player input and manual adjustments increase the computational burden on devices, consuming more storage space and server resources. Summary of the Invention
[0003] This disclosure provides a game assistance method, device, program product, and electronic device to solve the technical problem of not being able to conveniently switch between different stage lineups and provide corresponding assistance in games.
[0004] In a first aspect, this disclosure provides a game assistance method, the method comprising: displaying a game match screen corresponding to a game account in a graphical user interface, the game match screen including a game scene, the game scene including a battle area and a preparation area, the battle area being configured to place virtual chess pieces, and the preparation area being configured to place virtual chess pieces to be deployed; displaying a lineup details interface corresponding to a target game lineup, the lineup details interface including multiple lineup display sub-interfaces and multiple switching controls, the multiple lineup display sub-interfaces corresponding one-to-one with the multiple switching controls, the multiple lineup display sub-interfaces being used to display different sub-lineup information of the target game lineup respectively; responding to a first operation on a first switching control among the multiple switching controls, displaying a first lineup display sub-interface corresponding to the first switching control through the lineup details interface, the first lineup display sub-interface being used to display first sub-lineup information; responding to a second operation on a lineup usage control in the first lineup display sub-interface, determining the first sub-lineup information as the lineup information currently used by the game account; and providing game assistance to the game account based on the lineup information currently used by the game account during the game match.
[0005] Secondly, this disclosure provides a game assist device, comprising: an interface display module configured to display a game screen corresponding to a game account on a graphical user interface, the game screen including a game scene, the game scene including a battle area and a preparation area, the battle area configured to place virtual chess pieces, and the preparation area configured to place virtual chess pieces to be deployed; the interface display module is further configured to display a lineup details interface corresponding to the target game lineup, the lineup details interface including multiple lineup display sub-interfaces and multiple switching controls, the multiple lineup display sub-interfaces corresponding one-to-one with the multiple switching controls, and the multiple lineup display sub-interfaces being used to respectively display the target game lineup. The system includes: a sub-team information display module for different team compositions; an interface switching module configured to respond to the first operation of the first switching control among multiple switching controls, displaying the first team composition display sub-interface corresponding to the first switching control through the team composition details interface, the first team composition display sub-interface being used to display the first sub-team information; a team composition determination module configured to respond to the second operation of the team composition use control in the first team composition display sub-interface, determining the first sub-team information as the team composition information currently used by the game account; and an assistance provision module configured to provide game assistance to the game account based on the team composition information currently used by the game account during game participation.
[0006] Thirdly, this disclosure provides an electronic device, including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform steps in the game assistance method described above by executing the executable instructions.
[0007] Fourthly, this disclosure provides a computer storage medium having a computer program stored thereon, which, when executed by a processor, implements the steps in any of the above-described game assistance methods.
[0008] The technical solution disclosed herein has the following beneficial effects: This disclosure provides a game assistance method, device, electronic device, and storage medium that allows players to conveniently switch between different sub-team information at different stages of the game and obtain corresponding game assistance functions, improving the interactive experience. Players do not need to manually adjust team configurations to adapt to the needs of different game stages. At the same time, it provides players with stage-specific team strategies, enriching the tactical depth and gameplay diversity of the game, and enhancing the game's richness. In addition, the system automatically provides assistance functions based on the currently used team information, reducing the computational resource consumption of manual operations and optimizing the efficiency of device resource utilization. Attached Figure Description
[0009] Figure 1 A flowchart illustrating a game interaction method for a turn-based board game according to an embodiment of this disclosure is provided. Figure 2This diagram illustrates a player selection phase according to an embodiment of the present disclosure. Figure 3 A schematic diagram of a game interface according to an embodiment of this disclosure is shown; Figure 4 A schematic diagram of a game settlement interface according to an embodiment of this disclosure is shown; Figure 5 A schematic diagram of a system architecture according to an embodiment of this disclosure is shown; Figure 6 A flowchart illustrating a game assistance method according to an embodiment of this disclosure is shown; Figure 7 This diagram illustrates a lineup details interface according to an embodiment of the present disclosure. Figure 8 A schematic diagram of yet another lineup details interface in an embodiment of this disclosure is shown; Figure 9 A schematic diagram showing a lineup list interface according to an embodiment of this disclosure is provided. Figure 10 A schematic diagram showing a supplementary information interface according to an embodiment of this disclosure is provided. Figure 11 A schematic diagram showing an editing interface according to an embodiment of this disclosure is provided. Figures 12a-12c A schematic diagram showing an editing interface according to an embodiment of this disclosure is provided. Figure 13 A schematic diagram of a game assist device according to an embodiment of this disclosure is shown; Figure 14 A schematic diagram of an electronic device according to an embodiment of the present disclosure is shown. Detailed Implementation
[0010] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0011] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0012] To make the objectives, technical solutions, and advantages of this disclosure clearer, the embodiments of this disclosure will be described in further detail below with reference to the accompanying drawings.
[0013] First, the terms used in the embodiments of this disclosure will be introduced in an exemplary, non-definitive manner: 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 this pre-arranged layout. "Pieces" are typically represented by character models, object models, vehicle models, card models, etc., and may be called heroes. During the game, pieces automatically release various skills or release them based on specific instructions (e.g., player control, fulfilling specific game conditions). Battles are usually turn-based. The losing side loses the turn when all of one player's pieces are eliminated (i.e., their pieces' health points drop to zero) or when specific conditions are met (e.g., the number of eliminated pieces reaches a preset value, or the number of surviving pieces on the field is less than the other side's at the end of a preset time). In some embodiments, in addition to the "chess pieces" used in the game, each player has a virtual character (e.g., a player) representing the current user participating in the game. This player cannot move as a "chess piece" to the battle area or the preparation area. The player can, according to specific instructions (e.g., player control, fulfilling specific game conditions), release skills or provide buffs or debuffs to their own or their opponent's battle area or preparation area. Players can have health points (or life points), which decrease (in case of loss) or remain unchanged (in case of victory) based on the outcome of each game. When a player's health points reach zero, the user corresponding to that player exits the game, and the remaining users continue the game. Optionally, turn-based chess games include auto chess.
[0014] Generally, the higher the purchase price (cost) of a hero (chess piece), the stronger the hero. Purchasing three identical 1-star heroes will automatically combine them into one 2-star hero; three 2-star heroes will combine into one 3-star hero. Star rating increases significantly enhance a hero's attributes and skill effects. The specific star rating and number of heroes to combine can be set according to needs, and this disclosure does not impose any restrictions on them.
[0015] Auto Chess: The game features eight, six, or other custom numbers of players, each occupying one or more areas on the board. Players can engage in one-on-one battles or one-on-many battles. Each game round consists of two phases: a preparation phase where players purchase pieces from the shop and arrange them on the board; and a battle phase where both sides lock their formations and the pieces automatically engage in combat until one side's pieces are all eliminated or certain conditions are met (e.g., the number of eliminated pieces reaches a preset value, or the number of surviving pieces on the board is less than the opposing side's at the end of a preset time). The losing side loses the round and loses health points. Game rounds are repeated, with new opponents matched until a player's health is ≤0 or they are eliminated under certain conditions (e.g., a player's health is less than or equal to a preset value). The last remaining player wins the game (1st place). Alternatively, each player can eliminate other opponents by forming their own lineup. At the end of the game, the top few (e.g., the top 3) are considered winners, and those who do not make it into the top few are considered losers.
[0016] Chessboard: refers to the area in the game interface or match interface of a turn-based chess game 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, and a three-dimensional virtual chessboard. This disclosure does not limit it.
[0017] A chessboard is typically divided into a playing area and a preparation area (or candidate piece pool). Furthermore, the chessboard may include other special functional areas. The playing area consists of several squares of equal size used to place pieces that will be used in the game; alternatively, the chessboard may not have specific squares. The preparation area includes several candidate piece positions for placing candidate pieces that will not participate in the game and can be placed there during the preparation phase.
[0018] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, illustratively, where n is an integer multiple of 2, and adjacent rows of chess squares are aligned, or adjacent rows of chess squares are staggered. Furthermore, the battle area is divided into two parts by rows: the player's battle area and the opponent's battle area. The participating users are located on the top and bottom sides of the battle interface, respectively, and during the preparation phase, users can only place chess pieces in their own battle area. In other embodiments, the battle area is divided into two parts by columns: the player's battle area and the opponent's battle area, respectively, and the participating users are located on the left and right sides or the top and bottom sides of the battle interface, respectively. The shape of the chess squares can be any of squares, rectangles, circles, or hexagons; this disclosure does not limit the shape of the chess squares.
[0019] Equipment: In auto chess games, each piece can typically equip multiple items (e.g., 3 items). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero (piece). 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 add to their inventory. The equipment in this embodiment can also be purchased from a shop. Picked-up or purchased equipment will automatically appear in the equipment inventory.
[0020] A chess player is a virtual character controlled by the player. Each chess player possesses unique abilities that help the player better navigate the game. Players can control their chess player to collect loot, send emoticons, and so on. In turn-based chess games, the chess player's level increases as the game progresses. Optionally, there is a level cap for chess player levels. For example, at the start of a game, the chess player's level is 1, and as the game progresses, the level increases, remaining at level 9. The chess player's level determines the number of pieces that can be deployed (i.e., the number of pieces that can be placed in the battle area). For example, a level 1 player can deploy 1 piece, while a level 9 player can deploy a maximum of 9 pieces. Upgrading a chess player requires gold or experience. For instance, players receive a fixed 2 experience points each game round, and can also purchase experience points with gold. When the experience points reach the required threshold, the player can advance to the next level.
[0021] Synergy: This refers to the beneficial effects activated by deploying heroes (chess pieces) with specific attributes or classes. The strength of these synergy increases with the number of synergy stacks (the number of corresponding chess pieces deployed), and is crucial for team composition and victory. Therefore, by collecting and combining chess pieces with specific synergies, you can trigger synergy effects.
[0022] Figure 1A flowchart illustrating a game interaction method for a turn-based board game provided in an exemplary embodiment of this disclosure is shown. This embodiment illustrates the method by way of execution by a terminal running a client that supports turn-based board games. The method includes: Step 11: Select the players to participate in this game.
[0023] During the player selection phase, before starting a game, players choose their desired player. Different players have different skills.
[0024] Examples such as Figure 2 As shown, before starting a game, a player selection screen is displayed. This screen displays three selectable players on the left. Optionally, the player selected by the player (21) will be highlighted. Simultaneously, the character model of the selected player is displayed in the center of the screen, and the "lock" control (22) is unlocked. The players selected by other players are displayed on the right side of the player selection screen.
[0025] Optionally, a countdown timer for entering the game is displayed at the top left of the player selection interface. At the bottom of the player selection interface are buttons for sending text messages, turning speakers on / off, and turning microphones on / off. After the player selects a player, they can click the "Lock" control 22 to enter the preparation state. Once the countdown reaches zero, the game begins.
[0026] Step 12: Display the game's match interface.
[0027] refer to Figure 3 The game interface includes battle area 31 and preparation area 32.
[0028] The battle area 31 is used to place at least one friendly piece and at least one enemy piece participating in the battle. The battle area 31 includes multiple grids 311 arranged in an array, which are always displayed or only displayed at certain times. Optionally, the battle area 31 can be a two-dimensional or three-dimensional chessboard; this embodiment illustrates this by describing the battle area 31 as a three-dimensional chessboard viewed from above. In this document, a three-dimensional chessboard refers to a chessboard located in a three-dimensional environment, not necessarily that the chessboard itself is three-dimensional. In this embodiment, the battle area 31 is an area composed of eight rows of grids, each grid being a hexagonal square. The lower four rows of the battle area 31 are the player's battle area, where the player can place heroes and deploy formations; the upper four rows are the opponent's battle area, displaying the player's current opponent's lineup and positions.
[0029] The preparation area 32 is used to display heroes (pieces) held by the player but not yet placed on the board. Heroes displayed in the preparation area 32 include at least one of the following: heroes purchased by the player through the shop, heroes obtained through a draw, and heroes acquired through player skills. There is a maximum number of heroes that can be displayed in the preparation area 32, such as a maximum of nine; any excess heroes are automatically discarded or stored in the inventory. In some embodiments, the inventory can also be considered a preparation area.
[0030] Optionally, the order in which heroes are displayed in the preparation area 32 can be determined by at least one of the following factors: purchase time, hero type, number of copies of the same type of hero, number of copies of the same hero, and hero quality.
[0031] A single game in a turn-based board game includes multiple game phases, each phase comprising multiple game rounds. The number of rounds in each phase can be the same or different; for example, the first phase may contain 3 rounds, while other phases may each contain 7 rounds. Game rounds can be of various types, such as confrontation rounds, draft rounds, wild monster rounds, and draw rounds. Confrontation rounds and wild monster rounds may include a preparation phase (also called the preparation stage) and a confrontation phase (also called the confrontation stage). Of course, for a specific confrontation round, there may only be a confrontation stage without a preparation phase. For example, in the first confrontation round, the game can directly enter the confrontation stage, with the system automatically placing the initial pieces on the board for the player. Wild monster rounds may also exclude the preparation and confrontation phases, and can be set according to actual needs; this disclosure does not limit this. (Continue to refer to...) Figure 3 The game interface also includes a round countdown timer 33, which is located at the top center of the screen and displays the remaining time for the preparation phase (for operation) and the battle phase (auto-battle).
[0032] Optionally, the right side of the game interface also displays attribute information for the n players participating in the game. This attribute information includes at least one of the following: player nickname, player avatar, player health, and player level. An upgrade button 34 is displayed in the lower left corner of the game interface. Upgrade button 34 is used to upgrade a player's level to unlock higher-level pieces, abilities, and equipment.
[0033] Optionally, a "Lineup" control 35 is also displayed on the game interface. By clicking the "Lineup" control 35, lineups recommended by other players or edited by the player or the system can be displayed, such as "Popular Lineups".
[0034] Step 13: During the preparation phase, execute preparation operations relevant to your side.
[0035] Preparation operations include at least one of the following: adding your own pieces, removing your own pieces, upgrading your own pieces, equipping your own pieces with items, removing your own pieces from items, adding buffs to your own pieces, and deployment operations.
[0036] The deployment operation refers to the operation of moving one or more pieces held to the battle area. Illustratively, a deployment operation is the operation of dragging a selected piece towards the battle area. Alternatively, a deployment operation includes a first click operation and a second click operation, where the first click operation is clicking to select a piece, and the second click operation is clicking a square in the battle area. This disclosure does not limit the specific form of the deployment operation. In some embodiments, an intelligent deployment recommendation function can also be provided, which deploys pieces on behalf of the player in certain game rounds, such as intelligently deploying pieces to the battle area by the client for the first few game rounds for novice players.
[0037] The deployment operation targets at least one friendly piece that has participated in combat in at least one game round (including the current game round) or is in the preparation area. If the chessboard area is two-dimensional, the piece is also two-dimensional and is displayed as a two-dimensional icon or image; if the chessboard area is three-dimensional, the piece is also three-dimensional and is displayed as a three-dimensional model or image. Initially, there can be zero friendly pieces on the chessboard; players can add, remove, or replenish them.
[0038] When entering the preparation phase, the shop will automatically refresh. Players can also perform the following actions during the preparation phase: purchase chess pieces, synthesize equipment, refresh the shop, upgrade chess players, and adjust their own formation by observing the opponent's lineup and positioning.
[0039] During the preparation phase, each player prepares at least one of their own pieces on the board, while the opposing player prepares at least one of their own pieces in their designated area on the board.
[0040] Step 14: During the battle phase, display your pieces and the opponent's pieces automatically engaging in battle in the board area.
[0041] In each game round's combat phase, the automatic battle between friendly and enemy pieces on the board requires no manual player control. In other implementations, some active control can be provided, allowing players to manipulate pieces to execute specific game logic. The client or server automatically controls the battle based on factors such as the pieces' positions on the board, piece attributes, levels, skills, attributes, and synergistic enhancements between pieces, until all of one side's pieces are eliminated or specific conditions are met (e.g., the number of eliminated pieces reaches a preset value, or the number of surviving pieces is less than the opposing side's at the end of a preset time).
[0042] In certain game rounds, your pieces will fight against neutral monsters. Defeating these monsters will drop rewards such as equipment, gold, weapon forging tools, or consumables. This is an important source of basic equipment.
[0043] Step 15: Calculate the life points of your players, and start the next round or end the game based on these life points.
[0044] During the battle resolution phase, both the player and the opposing player have health points. At the end of the game round, the losing player (such as the chess player) will have a portion of their health points deducted. This deduction can be determined based on one or more elements such as the number of remaining pieces on the winning side, the winning side's level, and the current game phase, or it can be a fixed value; this embodiment does not limit this.
[0045] When your health points are reduced to zero, you are eliminated in this game.
[0046] If a player's health has not been reduced to zero, the next round of the game begins, and the player continues to fight against one of the n player objects until they are eliminated, or, as the last player not eliminated, wins the game.
[0047] Exemplary Reference Figure 4 The settlement interface displays the results of this game. This information includes player ranking, player name, the champion used by each player, their champion composition, the equipment equipped on their champions, and any activated synergies.
[0048] This disclosure provides a game assistance method aimed at solving problems in the related art such as high learning costs, complex editing processes, and increased client or server pressure when editing game lineups.
[0049] Figure 5A system architecture diagram of the operating environment of this embodiment is shown. This system architecture may include a first client 110, a second client 120, and a server 130. The first client 110 and the second client 120 are terminal devices that have installed and run game client programs, such as mobile phones, tablets, personal computers, smart wearable devices, game consoles, etc. They have display functions and can display a graphical user interface, which may include the operating system interface or the application interface. The first client 110 is the client used by the first game account, and the second client 120 is the client used by the second game account; that is, the game client program running on the first client 110 is logged into the first game account, and the game client program running on the second client 120 is logged into the second game account. The server 130 generally refers to the backend system providing game services in this exemplary embodiment; it can be a single server or a cluster of multiple servers. A game server program is deployed on the server 130 to perform server-side game data processing. The first client 110, the second client 120, and the server 130 can be connected via wired or wireless communication links for data transmission. For example, the first client 110 can send information (such as an editing assistance request) to the second client 120 through the server 130, and the second client 120 can send information (such as an edited first game lineup) to the first client 110 through the server 130. In addition, the first client 110 and the second client 120 can also communicate directly through wired or wireless means.
[0050] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be based on the aforementioned system architecture. Various cloud applications can run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 130). The cloud gaming client (such as the aforementioned first client 110 and second client 120) includes receiving and sending data, as well as presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing or editing, the player operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally decodes and outputs the game screen through the cloud gaming client.
[0051] This embodiment provides a game assistance method. Figure 1 This is a flowchart of a game assistance method according to an embodiment of the present disclosure, such as... Figure 1 As shown, the process includes the following steps: Step S110: Display the game screen corresponding to the game account on the graphical user interface. The game screen includes a game scene, which includes a battle area and a preparation area. The battle area is configured to place virtual pieces that will be deployed, and the preparation area is configured to place virtual pieces that will be deployed.
[0052] Step S120: Display the lineup details interface corresponding to the target game lineup. The lineup details interface includes multiple lineup display sub-interfaces and multiple switching controls. The multiple lineup display sub-interfaces correspond one-to-one with the multiple switching controls. The multiple lineup display sub-interfaces are used to display different sub-lineup information of the target game lineup respectively.
[0053] In step S130, in response to the first operation on the first switching control among multiple switching controls, the first lineup display sub-interface corresponding to the first switching control is displayed through the lineup details interface. The first lineup display sub-interface is used to display the information of the first sub-lineup.
[0054] Step S140: In response to the second operation of the lineup usage control in the first lineup display sub-interface, the first sub-lineup information is determined as the lineup information currently used by the game account.
[0055] Step S150: During the game match, provide game assistance to the game account based on the lineup information currently used by the game account.
[0056] The method provided in this embodiment enables players in auto chess games to easily view and select game lineups at different stages through an intuitive graphical interface, and to flexibly switch the required lineups according to the current game progress. The system can also provide corresponding game assistance functions based on the lineups selected by the players, thereby improving the player's interactive experience, enhancing the richness of the game, and solving the technical problems of inconvenient lineup management and lack of targeted assistance in traditional auto chess games.
[0057] The steps described above are explained in detail below.
[0058] In step S110, specifically, the game screen corresponding to the game account refers to the game interface displayed on the terminal device after the user logs in to the game account. This game screen includes the game scene layout of the current game. For example... Figure 3 As shown.
[0059] In step S120, specifically, a detailed information interface for the specific game lineup selected by the player is displayed. This lineup details interface adopts a paginated display design, using multiple switching controls (such as tabs or buttons) to switch between different lineup display sub-interfaces. Each sub-interface displays sub-lineup information of the target game lineup at different game stages or in different application scenarios.
[0060] The target game lineup refers to the specific game lineup configuration that the user currently selects to view or use. This target game lineup typically includes information on multiple sub-lineups applicable to different stages of the game.
[0061] The lineup details interface can be a graphical interface that displays detailed configuration information for game lineups. It typically displays the lineup composition, layout, and related tactical information. In one optional implementation, the lineup details interface is a pop-up page that overlays the main game interface, containing multiple areas to display detailed lineup information, including virtual piece configurations, synergy effects, equipment suggestions, etc. For example, when a player clicks on the "Mage Lineup" lineup entry in the game, the system pops up the lineup details interface, displaying the complete configuration information for that lineup, including recommended pieces, positioning suggestions, synergy effects, etc.
[0062] The lineup display sub-interface can be a sub-page within the lineup details interface used to display lineup information at a specific stage. For example, it typically has the function of displaying corresponding lineup configurations for specific game stages (such as early, mid, and late game). The target game lineup usually includes a group of sub-game lineups, with different sub-game lineups constituting independent game lineup information. It should be noted that the early, mid, and late game mentioned here can be determined based on different game stages. In other implementations, the lineup display sub-interface can be a sub-page within the lineup details interface used for different styles of lineup information, or other sub-lineups customized by the user according to different needs.
[0063] In one optional implementation, each lineup display sub-interface corresponds to a specific stage in the game, displaying information such as the recommended virtual piece combinations, positions, and equipment for that stage. For example, ... Figure 7 As shown, in the details interface of "Lineup Name 1", the system provides three sub-interfaces for displaying lineups in the early, mid and late stages of the game, allowing players to view the lineup configuration schemes that should be used in each stage of the game.
[0064] A toggle control is an interactive element used to switch between different lineup display sub-interfaces. It typically responds to user actions and changes the currently displayed content. In this embodiment, the interaction of the toggle control can be achieved through clicks, swipes, long presses, and / or other operations. For example, a player can click the tab control marked "Mid-Game" to switch the lineup details interface from the currently displayed sub-lineup to a mid-game lineup display. In other embodiments, the lineup details interface includes a toggle control that, when triggered, switches between different lineup display sub-interfaces in a preset order.
[0065] Sub-team information can be one of the different team composition groups saved in the target game team. For example, it can be team configuration information optimized for a specific stage of the game. It usually has the function of guiding players to adopt the appropriate piece combinations and strategies at a specific game stage. In an alternative implementation, sub-team information includes a list of virtual pieces recommended for a specific game stage (such as early, mid, or late game), recommended positioning, key equipment, and synergy effects. For example, the early game sub-team information for an "Assassin team" might contain a configuration of 3-4 low-cost Assassin virtual pieces, while the late game sub-team information for the same team might contain a complete configuration of 6-8 high-star Assassins and their paired pieces.
[0066] In one optional implementation, the lineup details interface includes at least three sub-interfaces for displaying lineups, corresponding to the early, mid, and late game stages respectively. Each sub-interface displays recommended lineup configurations for the corresponding game stage. For example, the system can set three toggle controls at the top of the lineup details interface: "Early Game," "Mid Game," and "Late Game." Players can click on different controls to view lineup configuration suggestions for each stage.
[0067] like Figure 7 and Figure 8 As shown, in a specific application, the system pops up a lineup details interface. This interface has three tab buttons on the left, labeled "Early Game," "Mid Game," and "Late Game," each corresponding to a sub-interface displaying a lineup. The interface defaults to displaying the "Late Game" lineup configuration, including the positioning of the six virtual pieces, equipment suggestions, and a list of synergy effects. Players can freely switch between viewing lineup configurations at the three stages by clicking different tab buttons.
[0068] In step S130, specifically, when a player interacts with a switching control (such as a tab button) in the lineup details interface, the system responds to the interaction and displays the content of the specific lineup display sub-interface corresponding to that switching control. This allows players to quickly switch and view the specific configuration information of the target game lineup in different game stages or application scenarios through simple interactive operations.
[0069] The first toggle control refers to a specific one among multiple toggle controls used to access the first lineup display sub-interface. This toggle control can be represented as a tab, button, or other interactive element.
[0070] The first operation can be an interactive behavior performed by the user on the first switching control. It typically triggers an interface switch. In this embodiment, the first operation can be implemented through a click, swipe, long press, and / or other operations. For example, a player can click the switching control marked "Late Game" with their finger, and the system will respond to this click and display late game lineup information.
[0071] In an optional implementation, the first lineup display sub-interface is a lineup configuration interface for a specific stage displayed in response to the user's operation of the first switching control. This interface includes virtual piece combinations, positioning diagrams, and synergy information for that stage. For example, such as... Figure 8 As shown, when a player clicks the "Early Game" toggle control, the system will switch to the early game lineup display sub-interface, showing the recommended virtual piece configurations and positioning schemes for the early game stage.
[0072] In step S140, specifically, when viewing lineup details, players can use the lineup usage controls (such as the "Use" button) in the operation interface to select the specific sub-lineup information currently being viewed (such as one of the early, mid, or late-game lineups) as the lineup scheme they actually use in the game. In this way, the system can provide corresponding game assistance based on the lineup information selected by the player.
[0073] The "Team Composition Usage Control" refers to the interactive element in the team composition display sub-interface used to confirm the use of the current team composition. The team composition usage control typically has the function of setting the current sub-team information as the team composition used by the player. For example, the team composition usage control could be a button or toggle labeled "Use".
[0074] In an alternative implementation, the lineup usage control can be a prominent button in the lineup display sub-interface, labeled "Use this lineup" or simply "Use". For example, as Figure 8 As shown, in the sub-interface displaying the early-game lineup configuration, there may be a button labeled "Use" at the bottom of the screen or next to the piece display area. Clicking this button will set the early-game lineup configuration as the currently used lineup. The lineup use control can be activated through clicks, swipes, long presses, and / or other actions. For example, players can simply click the "Use" button to confirm the adoption of the lineup configuration.
[0075] The second operation can be an interactive behavior performed by the user using controls on the lineup. It typically includes functions to confirm the selection and activate the current lineup configuration. In this embodiment, the second operation can be implemented through click, swipe, long press, and / or other operations.
[0076] In an alternative implementation, the system will use visual identifiers (such as highlighting, adding marker icons, etc.) to indicate the currently used lineup information. For example, when a player clicks and uses a late-game lineup, the system will add a "pentagram" graphic marker to the late-game switching control, allowing the player to clearly know which stage of lineup configuration is currently being applied.
[0077] like Figure 7 As shown, in a specific application, while viewing the details of the "Lineup Name 1" lineup, a player switches to the "Late Game" lineup display sub-interface (i.e., the first lineup display sub-interface). At the bottom of this sub-interface is a button labeled "Use" (i.e., the lineup use control). When the player clicks this button (performing the second operation), the system responds by setting the displayed late game lineup configuration (including the combination and positioning of 6 specific virtual pieces) to the lineup information used by the current game account. Simultaneously, the system adds a five-pointed star marker to the "Late Game" tab, indicating that the lineup is being used, and begins providing game assistance functions based on this lineup information.
[0078] In step S150, specifically, the system provides corresponding auxiliary functions during the player's actual gameplay based on the player's previously selected specific lineup information. These auxiliary functions may include recommending chess pieces that meet the lineup requirements in the shop, suggesting the equipment needed for the lineup, and automatically arranging the positions of chess pieces, helping players to build and optimize their selected lineup more efficiently.
[0079] Game assistants can provide various support functions to players based on the currently used team composition. Typically, game assistants use the user's chosen team composition as the basis. Players can switch between different stages of the target game team composition and use them to provide support information that checks the current game progress, using the player's selected team composition at each stage as a benchmark.
[0080] Game assistance can be functions that provide players with operational convenience or strategic suggestions based on the currently selected lineup. It typically simplifies the game's operation process and improves the player's decision-making efficiency. In one optional implementation, game assistance includes, but is not limited to: a shop recommendation function (marking virtual pieces related to the current lineup in the shop interface), an automatic purchase function (automatically purchasing virtual pieces that meet the needs of the current lineup construction), a lineup optimization function (automatically adjusting the positions of virtual pieces to optimize the formation), and an equipment recommendation function (suggesting items recommended for specific virtual pieces).
[0081] like Figure 7 , 8 As shown in an exemplary application of this embodiment, the system displays a details interface for a target game lineup, which includes three tabs: "Early Game," "Mid Game," and "Late Game." When the player clicks the "Early Game" tab, the interface switches to display the early game lineup configuration, including the positioning of six specific virtual pieces and the resulting synergy effects. The player then clicks the "Late Game" tab, switching the interface from the early game lineup configuration to the late game lineup configuration and displaying the corresponding information. The player clicks the "Use" button on the "Late Game" tab, and the system sets this late game lineup configuration as the currently used lineup. When the player returns to the game interface to participate in the game, the system adds a recommendation mark to the relevant virtual pieces refreshed in the shop based on the selected late game lineup information and provides a one-click lineup arrangement function to help the player quickly build their lineup.
[0082] In a game assistance method provided in one embodiment of this application, multiple lineup display sub-interfaces include a first lineup display sub-interface, a second lineup display sub-interface, and a third lineup display sub-interface, which are used to display the sub-lineup information of the target game lineup in the early game stage, the mid game stage, and the late game stage, respectively.
[0083] Specifically, in auto chess games, a game can typically be divided into three phases: early, mid, and late game. Each phase may have different objectives and strategies. Different team compositions are usually needed to handle various situations in the game at different phases.
[0084] The lineup display sub-interface is an area that shows game lineup information. It typically serves to provide a visual representation of lineup information within the game interface.
[0085] In one optional implementation, the lineup display sub-interface can adopt a tab-based interface structure, with each sub-interface corresponding to a tab. Users can switch between viewing lineup information for different game stages by clicking different tabs. For example, three tabs can be set in the game interface, labeled "Early Game," "Mid Game," and "Late Game." After the user clicks the corresponding tab, the interface will display the lineup configuration information for that game stage. In another optional implementation, the lineup display sub-interface can adopt a sliding switching interface structure, allowing users to switch between lineup information for different game stages by swiping left or right. Switching can also be done by clicking.
[0086] The early, mid, and late game stages can be considered different time phases or developmental stages in a game. They typically serve to logically divide the game into segments, allowing for the development of appropriate strategies for each stage.
[0087] In an alternative implementation, the early game phase can be determined based on in-game time or rounds; for example, the first 1-3 rounds after the game starts can be defined as the early game phase. During this phase, the lineup information displayed in the lineup showcase sub-interface typically includes the virtual pieces that players should prioritize acquiring in the initial stage and their placement. For example, in auto chess games, the early game lineup might only contain 2-4 low-cost, easily obtainable virtual pieces, which usually possess high early-game combat capabilities or can form initial synergy effects.
[0088] In an alternative implementation, the mid-game phase can be defined as the stage around rounds 4-6. During this phase, the lineup information displayed in the lineup showcase sub-interface typically includes transitional virtual piece configurations. These configurations usually form a basic lineup shape but haven't yet reached the final, ideal lineup. For example, a mid-game lineup might contain 5-7 virtual pieces that have already formed some key synergies, but some high-star or high-cost pieces may still be unacquired.
[0089] In a game assistance method provided in one embodiment of this application, the step of displaying the lineup details interface corresponding to the target game lineup includes: Step S210: Display the lineup list interface in the graphical user interface. The lineup list interface includes multiple lineup entries, and each lineup entry in the multiple lineup entries corresponds to a game lineup. In step S220, in response to the third operation for the target lineup entry corresponding to the target game lineup, the lineup details interface corresponding to the target game lineup is displayed through the graphical user interface.
[0090] The method provided in this embodiment allows users to easily access the details interface of a specific game lineup from the lineup list interface through simple interactive operations, improving the intuitiveness and convenience of the game interface interaction and enhancing the user experience of viewing and selecting lineups during the game.
[0091] The above plan will be explained in detail below.
[0092] In step S210, specifically in auto chess games, the system can display lineup controls on the game interface. When a player interacts with these lineup controls, the system responds and displays a lineup list interface on the graphical user interface. This lineup list interface contains multiple lineup entries, each corresponding to a lineup configuration scheme available in the game.
[0093] The graphical user interface displays the game's main screen, which includes lineup controls. Players can access the lineup list by clicking on these controls. For example... Figure 3 As shown, players will see a button icon labeled "Team Composition" or "Team Composition Library" on the main game interface. Clicking this button will switch the system to display a list interface containing various team composition combinations.
[0094] In other implementations, the system may automatically expand the lineup list interface upon detecting that preset conditions are met.
[0095] The team composition list interface can be a visual list containing multiple team composition entries. It typically displays various game team composition options and allows users to select or use a specific team composition. The team composition list interface can be interactive through clicks, swipes, long presses, and / or other methods.
[0096] In an alternative implementation, the lineup list interface can be a vertically scrolling list, with each lineup item arranged horizontally, allowing players to browse all available lineups by scrolling up and down. For example, as... Figure 9 As shown, after opening the lineup list in the game, players will see a list that can be scrolled up and down. Each row in the list is a lineup entry, which displays the lineup's name, applicable stage, and main piece identifier. Players can scroll up and down to view more lineup options.
[0097] In one optional implementation, the lineup list interface can be categorized according to lineup type, such as by synergy type, main unit type, or applicable game stage. Players can view lineups of the corresponding type by selecting different category tags. For example, the lineup list interface has tags such as "Synergy Category," "Toughness Ranking," and "Popular Recommendations" at the top. After clicking "Synergy Category," the interface will group and display lineups according to different synergy types (such as "Glacial," "Imperial," "Ninja," etc.), making it convenient for players to select lineups based on their preferred synergy type.
[0098] In this context, a lineup entry is an information display unit representing a single game lineup within the lineup list interface. It typically serves to visually display basic information about a specific game lineup and supports further user interaction. Lineup entries can be interacted with through clicks, swipes, long presses, and / or other methods. For example, by clicking, a user can view detailed information about a specific lineup entry.
[0099] In one optional implementation, a lineup entry may include a lineup name, a lineup rating, icons of the core pieces in the lineup, and operation buttons. For example, a lineup entry named "Polar Rangers" displays the lineup name "Polar Rangers," a rating of "S," small icons of 4-5 core pieces, and three operation buttons: "View Details," "Use," and "Edit." Players can access the lineup's details interface by clicking the "View Details" button, or directly apply the lineup by clicking the "Use" button. Figure 9 As shown. In this embodiment, the lineup entry displays the lineup information (e.g., piece icons) of the default lineup included in the lineup entry by default. For example, the default lineup is the lineup information of the late-game lineup in this lineup entry. In other embodiments, the lineup information of the lineup entry displayed in the lineup list interface is determined based on the user's operation history in the lineup details interface of the lineup entry. For example, if the player viewed the mid-game lineup before exiting the lineup details interface, then viewed the early-game lineup, and then exited the lineup details interface, then the lineup information displayed at the lineup entry in the lineup list interface could be the lineup information corresponding to the mid-game lineup or the lineup information corresponding to the early-game lineup.
[0100] In one alternative implementation, the lineup entry can display the applicable stage (e.g., early, mid, or late game), the main synergy combinations, and the lineup's popularity or recommendation index. For example, a lineup entry might display "Applicable Stage: Late Game," "Main Synergies: Glacial 3 + Ranger 4," and "Popularity: 95%." This information can help players quickly determine whether the lineup is suitable for their current game situation and preferences.
[0101] In step S220, specifically, the system detects that the player has performed an operation on a specific lineup entry (i.e., the target lineup entry) in the lineup list interface (i.e., the third operation), and then responds to the operation and displays the lineup details interface corresponding to the lineup entry, showing the player the detailed information of the target game lineup.
[0102] In other implementations, the system may automatically expand the lineup details interface upon detecting that preset conditions are met.
[0103] The third operation can be a click, a swipe, a long press, and / or other operations. Taking a click as an example, players can click on the target lineup entry in the lineup list interface to trigger the system to display the lineup's details screen.
[0104] In one exemplary application of this embodiment, such as Figure 3 and Figure 9 As shown, the game system displays a "Lineup" button on the right side of the main interface after the player enters the game. Clicking this button displays a lineup list interface containing multiple vertically arranged lineup entries. Each entry displays the lineup name and the icons of the main pieces included in that lineup. When the player clicks on the "Lineup Name 1" lineup entry, the system immediately responds and switches to the lineup's details interface. This interface contains three tabs for early, mid, and late game, along with detailed lineup information, allowing the player to fully understand the lineup's composition and usage strategies.
[0105] In a game assistance method provided in one embodiment of this application, each of the multiple lineup entries includes: The summary information of the game lineup corresponding to the lineup entry includes the lineup element identifiers included in the corresponding game lineup. The lineup element identifiers include at least one of the following: virtual chess piece identifiers, virtual equipment identifiers corresponding to virtual chess pieces, synergy information, and game operation prompts.
[0106] The above plan will be explained in detail below.
[0107] Specifically, in auto chess games, the lineup entry will display a summary of the game lineup corresponding to that entry, so that players can quickly understand the main components and characteristics of the lineup.
[0108] Among these, the lineup element identifiers are the identifying elements displayed in the lineup entries, used to visually show the composition of the lineup. They typically help players quickly identify lineup characteristics and determine whether they suit their playstyle.
[0109] In an alternative implementation, the lineup element identifier includes a virtual piece identifier, which is used to represent a core or characteristic piece in the lineup.
[0110] In an optional implementation, the lineup element identifier includes a virtual equipment identifier corresponding to the virtual chess piece, used to indicate the key equipment paired with important chess pieces in the lineup.
[0111] In one specific application, after a player clicks the lineup control on the game interface, the system displays a lineup list interface containing multiple lineup entries. Each lineup entry displays summary information about the lineup, including portraits of representative virtual pieces and small icons of key equipment. Players can quickly determine the characteristics and applicable scenarios of each lineup through these intuitive lineup element icons, providing a reference for choosing the most suitable game lineup.
[0112] The synergy information, displayed in the team composition section, shows the synergy effects that can be activated by the team. It typically helps players understand the team's synergy and tactical positioning.
[0113] In one alternative implementation, the synergy information includes the types and levels of synergies that the lineup can activate, displayed in text or icon form. For example, a lineup entry named "3 Swordsmen 6 Elementals" indicates that the lineup can activate the 3-star Swordsman synergy and the 6-star Elementalist synergy, allowing players to understand the synergistic effects of the lineup.
[0114] The game operation tips can be game strategies and operation suggestions displayed in the lineup entries, used to guide players on how to use the lineup correctly. They typically help players understand the lineup's operational strategy and usage techniques.
[0115] In an optional implementation, the game operation prompts are pre-set information.
[0116] In an optional implementation, the game operation prompts are determined based on the information of the edited game lineup. The game operation prompts are determined based on the piece attribute information of the virtual pieces with a third objective attribute in the game lineup information of each lineup entry.
[0117] Specifically, during the implementation of the game assistance method, for each lineup entry's game lineup information, corresponding game operation prompts can be determined based on the piece attribute information of the virtual pieces with the third objective attribute. These game operation prompts are displayed as part of the summary information in the lineup entry to help players better understand and use the lineup.
[0118] Virtual pieces with a third objective attribute can be virtual pieces that play a specific role or are of particular importance in the game lineup. They typically guide players on when to perform key actions or invest resources during the game.
[0119] In an alternative implementation, the third target attribute may refer to the core position of the virtual piece in the lineup, such as being the main damage dealer (main C) or the main tank (main T).
[0120] Based on the virtual chess piece's quality level, acquisition difficulty, and other attribute information, the system can generate corresponding game operation prompts, such as hints on when to search for cards. For example, ... Figure 9 As shown, if the main carry of a lineup is a blue-quality piece, and that blue piece has the highest refresh rate at level 7 in the game, the system will generate a "Level 7 Search" message, which will be displayed in the corresponding lineup entry. When players browse the lineup list, they can directly understand at what game stage (player level) they should start investing resources to search for core pieces when using this lineup, thus making more reasonable game decisions.
[0121] It should be noted that the lineup element identifiers can be only one of the above implementation methods, or multiple of them simultaneously. For example, the lineup entry can only display virtual chess piece identifiers, or it can simultaneously display virtual chess piece identifiers, virtual equipment identifiers, and synergy information to provide players with more comprehensive lineup information.
[0122] In a specific application, within the lineup list interface of an auto chess game, each lineup entry displays varying levels of detail. Some lineup entries simply show the icons and names of representative pieces, offering clarity and simplicity; while other popular or recommended lineup entries simultaneously display icons for core pieces, key equipment, major synergy information, and game operation tips, providing players with a more comprehensive overview of the lineups. Players can choose to view lineup information at different levels of detail based on their needs and familiarity, helping them make more informed lineup choices.
[0123] In a game assistance method provided in one embodiment of this application, the first lineup display sub-interface includes a lineup configuration display area and / or a synergy list display area; the first lineup display sub-interface corresponding to the first switching control is displayed on the lineup details interface through a graphical user interface, including: The lineup configuration display area displays the virtual chess piece identifiers corresponding to the first lineup information and the arrangement information of the virtual chess piece identifiers in the lineup positions; The synergy list display area shows the synergy list corresponding to the first lineup information. The synergy list is determined based on the synergies achieved by the virtual pieces included in the first lineup information.
[0124] The above plan will be explained in detail below.
[0125] The lineup configuration display area is a region on the graphical user interface used to display lineup configuration information. It typically displays virtual piece icons and their arrangement.
[0126] In an optional implementation, the lineup configuration display area can be a rectangular area displayed at the top of the lineup details interface, presented in a chessboard pattern to simulate the battle area layout in a game match. For example, as Figure 8 As shown, in auto chess games, the lineup configuration display area can be a 7×4 chessboard area, where each square represents a position where virtual pieces can be placed, allowing players to intuitively see the layout of virtual pieces in their lineup.
[0127] In an alternative implementation, the lineup configuration display area can also be a scaled-down version of the actual battle area in the game scene, containing multiple lineup positions arranged according to the actual positions in the game, allowing players to accurately understand the placement of virtual pieces in actual combat. For example, in a certain auto chess game, the lineup configuration display area might show a semi-hexagonal chessboard layout, where the front row is used to place tank-type virtual pieces, and the back row is used to place damage-dealing virtual pieces; this layout is completely consistent with the actual battle area in the game.
[0128] Virtual piece identifiers can be used to represent virtual characters or virtual items included in the lineup. They typically serve to indicate the lineup composition to the user.
[0129] In an alternative implementation, the virtual chess piece identifiers may be avatar icons of the virtual chess pieces, which use different visual features (such as color, shape, or border) to represent different qualities and levels of the virtual chess pieces.
[0130] In an optional implementation, the virtual chess piece identifier may also include small icons for virtual equipment. These icons may be overlaid on a location (such as a corner or bottom) of the virtual chess piece's portrait to indicate the virtual equipment equipped by the virtual chess piece, such as... Figure 8 As shown.
[0131] The synergy list display area is a section on the graphical user interface used to show information about the team's synergies. It typically displays the various synergy effects currently active in the team.
[0132] In one optional implementation, the synergy list display area can be a vertically scrolling list on the right side of the lineup details interface, displaying all synergy icons and synergy levels activated in the current sub-lineup. When the user switches to different sub-lineup display interfaces using a switching control (e.g., the early game tab), corresponding synergy information is generated based on the synergy information of the virtual pieces included in that interface.
[0133] The first sub-team information provides recommended team composition for a specific game phase. It typically guides players on which team composition strategy to employ at that stage of the game.
[0134] In an optional implementation, the first sub-team information can be a recommended team composition for the target game team in the early game phase, including combinations of low-cost virtual pieces suitable for use in the early game and their placement. For example, in a certain auto chess game, the early game team composition may include 2-3 virtual pieces with a cost of 1 and 1-2 virtual pieces with a cost of 2, and these virtual pieces can form simple synergy combinations, such as the "2-star Warrior" or "2-star Mage" synergy, to help players gain stable combat power in the early game.
[0135] In an alternative implementation, the first sub-team information can also be a recommended team composition for the target game team in the mid- or late-game phase, including more high-cost core virtual pieces and a complete synergy system.
[0136] In a game assistance method provided in one embodiment of this application, the virtual chess piece identifier corresponding to the first sub-team information is displayed in the lineup configuration display area, including: Step S410: Display the corresponding virtual chess piece icons in multiple lineup positions in the lineup configuration display area. The arrangement of the multiple lineup positions corresponds to the arrangement of the lineup positions in the game scene. The lineup positions are configured to place virtual chess pieces.
[0137] The method provided in this embodiment ensures that the arrangement of pieces in the lineup configuration display area is consistent with the actual game area layout. Players can intuitively understand the specific placement of pieces, enhancing the visualization of lineup configuration and improving players' understanding and operational experience of game lineups. At the same time, the unified layout makes it easier for players to connect the configuration in the lineup details with the actual operation in the game, thereby improving decision-making efficiency and operational accuracy during the game. This solves the problem of difficulty in understanding and inconvenience in operation caused by the inconsistency between the lineup display and the actual game area layout in traditional game interfaces.
[0138] The above plan will be explained in detail below.
[0139] In step S410, specifically, after displaying the lineup details interface corresponding to the target game lineup, a lineup configuration display area is displayed in the lineup details interface, and corresponding virtual chess piece icons are displayed in multiple lineup positions in this area to intuitively present the lineup configuration.
[0140] The "Position" setting can be a preset location in the lineup configuration display area for placing virtual chess piece markers. It typically serves to display the positions of the virtual chess pieces.
[0141] In one alternative implementation, the lineup positions can be a grid of tiles arranged in a matrix, with each tile representing a position in the game's battle area. For example, the lineup positions can be a 4×7 matrix, consistent with the board layout in auto chess games, including front, middle, and back rows, allowing players to intuitively understand the specific position of each virtual piece in the lineup.
[0142] In an optional implementation, the virtual chess piece identifier can be a graphic identifier representing a game element included in the game lineup, including virtual chess piece identifiers, virtual equipment identifiers, etc. For example, the virtual chess piece identifier can be a chess piece's portrait icon, with different portrait icons distinguishing different virtual chess pieces, allowing players to quickly identify the types and positions of the chess pieces in their lineup.
[0143] For example, in the lineup configuration display area of the lineup details interface, each chessboard square may display a chess piece icon, representing the virtual chess piece configured at that position. Below the icon, information such as the chess piece's star rating and equipment may also be displayed, allowing players to understand the specific configuration of the lineup at a glance.
[0144] The placement positions are preset locations within the battle area of the game scene for placing virtual chess pieces. They typically serve to arrange the combat positions of virtual chess pieces during actual gameplay.
[0145] In an alternative implementation, the placement of pieces can be a chessboard grid in the game's battle area, where players can place virtual pieces to participate in the battle, for example, as... Figure 3 As shown, the battle area is usually composed of a multi-row, multi-column chessboard, and players need to place virtual pieces in different positions in the front, middle, or back rows.
[0146] In an optional implementation, the corresponding arrangement means that the position of the lineup in the lineup details interface and the position in the game match are consistent in spatial layout, including consistency in the number of rows and columns, relative positional relationships, etc., to ensure that players can directly correspond to the actual position in the game when viewing the lineup details.
[0147] In one embodiment of this application, a game assistance method is provided, which further includes: Step S510: If the first sub-team information is the team information currently used by the game account, control the display of a status indicator on the first team display sub-interface. The status indicator is used to indicate that the first sub-team information is determined to be the team information currently used by the game account.
[0148] The method provided in this implementation allows players to intuitively identify the lineup they are currently using, thereby enhancing the interactive experience of the game interface. By displaying status indicators in the lineup display sub-interface, players can quickly understand which lineup they are currently using, avoiding strategic deviations caused by incorrect lineup identification and further enriching the game experience.
[0149] The above plan will be explained in detail below.
[0150] Specifically, once the first sub-team information is determined to be the team information currently used by the game account, in order to allow players to intuitively understand which sub-team information is being used, the system needs to display a status indicator on the first team display sub-interface. This status indicator is used to clearly indicate that the first sub-team information is currently being used.
[0151] Status indicators are visual cues used in the game interface to indicate the status of a particular element. They typically serve to mark, differentiate, or indicate the currently used lineup information.
[0152] In an optional implementation, the status indicator can be a specific icon displayed on the first lineup display sub-interface. For example, when a player clicks the toggle control corresponding to the first lineup display sub-interface and a five-pointed star icon is displayed, it indicates that the sub-lineup information is being used by the game account. Figure 7 As shown.
[0153] In an alternative implementation, the status indicator may be a special treatment of the appearance of the first lineup display sub-interface, such as background highlighting, border thickening, or color change.
[0154] In a specific application, within the lineup details interface of an auto chess game, this interface includes three sub-interfaces showcasing lineups: early game, mid-game, and late game, each corresponding to a switching control. When a player clicks the "Use" button in the early game lineup display sub-interface, the system sets the early game lineup information as the currently used lineup and displays a graphic icon above the corresponding switching control. This way, when players switch between different phase lineup display sub-interfaces and use different lineups, they can always identify which phase's lineup is currently in use.
[0155] In a game assistance method provided in one embodiment of this application, the step of displaying the lineup details interface corresponding to the target game lineup includes: Step S610: Confirm the default lineup display sub-interface and display the default lineup display sub-interface in the lineup details interface.
[0156] The method provided in this embodiment reduces the number of user switching steps and improves the interactive experience by confirming and displaying the default lineup display sub-interface when displaying the lineup details interface corresponding to the game lineup.
[0157] The above plan will be explained in detail below.
[0158] In step S610, specifically, when displaying the lineup details interface corresponding to the target game lineup, it is necessary to confirm the default lineup display sub-interface and display the default lineup display sub-interface in the lineup details interface so that users can directly view the lineup information at a specific stage.
[0159] In a game assistance method provided in one embodiment of this application, the steps of confirming the default displayed lineup display sub-interface and displaying the default displayed lineup display sub-interface in the lineup details interface include: Step S710: If the target game lineup is the game lineup currently used by the game account, then determine that the sub-interface of the lineup currently used by the game account in the target game lineup is the default lineup display sub-interface, and display the default lineup display sub-interface in the lineup details interface; Step S720: If the target game lineup is a game account that is not currently using the game lineup, determine the system's preset default lineup display sub-interface and display the default lineup display sub-interface in the lineup details interface.
[0160] The method provided in this embodiment enables the system to directly display the user's current lineup when the user views the lineup being used, allowing the user to immediately see information related to the current game state; when the user views a lineup not currently in use, the system will display a preset default interface, maintaining consistency in interface behavior, meeting user expectations, and enhancing the richness of the game.
[0161] The above plan will be explained in detail below.
[0162] In step S710, specifically, when the target game lineup viewed by the user is the game lineup currently being used by the user's account, the system will further identify the specific lineup display sub-interface that the user is using in that lineup (such as early-game lineup, mid-game lineup, or late-game lineup), and automatically set that sub-interface as the default lineup display sub-interface.
[0163] The game lineup currently used by the account can be selected by the user through the lineup selection function on the game interface. It usually serves as an auxiliary function to guide the purchase of pieces, the positioning of pieces, and the configuration of equipment during the game.
[0164] In one optional implementation, the game lineup currently used by the game account can be one that the user explicitly selects to use in the game. This selection can be made by clicking the "Use" button on the corresponding lineup entry in the lineup list interface. For example, a user can open the lineup list interface, view various preset lineups, and click the "Use" button on a lineup entry. According to preset rules, the sub-line corresponding to the "Use" control of the lineup entry will be set as the currently used lineup. For example, the "Use" control of the lineup entry may be associated with "Late Game Lineup," so that when the player clicks "Use," the late game lineup among the early, mid, and late game lineups included in that lineup entry will be used by default.
[0165] In an optional implementation, the game lineup currently used by the game account can be the lineup selected by the user in the lineup details interface by clicking the "Use" control in the specific lineup display sub-interface. For example, when viewing the details of a lineup, the user can view the early, mid, and late-game configurations of that lineup separately, and select the early-game lineup configuration as the currently used lineup by clicking the "Use" button in the early-game tab.
[0166] In an optional implementation, the game lineup currently used by the game account can be a sub-lineup within the target game lineup for the current operation, or a default lineup automatically determined by the user's most recent selection, use, or frequency of use. In other words, the system maintains a set of historical usage data for each lineup entry. When viewing the lineup details interface of a particular lineup entry, the system retrieves the historical data corresponding to that lineup entry to determine the corresponding default display sub-interface.
[0167] In a specific application, when a player opens the lineup list interface in an auto chess game and clicks to view a currently used "Glacial Assassin" lineup, the system determines that this is the lineup the player is currently using, and that the player is currently using the "mid-game" configuration of this lineup. Therefore, when displaying the lineup details interface, the system automatically selects the "mid-game" tab as the default lineup display sub-interface, directly showing the mid-game lineup's piece configuration, positioning information, and synergy list, allowing the player to view the currently used lineup configuration without any additional action.
[0168] In step S720, specifically, when the target game lineup viewed by the user is not the currently used game lineup, the system will select a preset lineup display sub-interface as the default display interface. This preset can be determined based on factors such as system default settings, user preferences, or game stage.
[0169] The system's default lineup display sub-interface can be determined according to the default display rules predefined during game design. It typically serves to provide a consistent user experience and cater to the usage habits of most users.
[0170] In an alternative implementation, the default sub-interface for displaying team compositions can be a fixed tab pre-defined by the game developer, such as the late-game team composition tab. For example, the game designer might assume that most players view team composition details to understand the complete team composition configuration, and therefore set the late-game team composition tab (which typically represents the final complete team composition) as the default display tab.
[0171] In one optional implementation, the system's default display sub-interface for lineups can be a tab determined based on the user's historical viewing habits. For example, the system can record the tabs that the user most frequently views when viewing lineup details (early, mid, or late game) or the sub-line they most recently viewed or used, and set those tabs as the default display tabs, even if the user is viewing a lineup that is not currently in use.
[0172] In one optional implementation, the default lineup display sub-interface preset by the system can be a tab dynamically determined based on the current game progress. For example, if the game is in its initial stage, the system may default to displaying the early game lineup tab; if the game has progressed to the mid-to-late game, it may default to displaying the mid-to-late game lineup tab.
[0173] It should be noted that the default lineup display sub-interface preset by the system can be only one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, the default display preset by the system can take into account both the fixed tabs preset by the developer and the user's historical viewing habits for dynamic adjustment; or, the system preset can take into account both the current game progress and the user's historical preferences, and weigh the two to determine the most suitable default display tabs.
[0174] In one specific application, when a player clicks to view a lineup called "Forest Mage" in the game, and this lineup is not the one the player is currently using, the system automatically displays the Late Game Lineups tab as the default sub-interface based on preset rules. The Late Game Lineups tab displays the complete configuration of the "Forest Mage" lineup, including the positions of the 9 pieces, equipment information, and the 6 synergy effects formed. Simultaneously, players can click on the Early Game or Mid Game tabs to view the transitional configuration of this lineup in the early stages of the game.
[0175] In an optional implementation, after receiving a user's trigger operation on a target lineup entry displayed in the lineup list interface, the system needs to determine whether the target lineup is currently being used by the game account to determine which lineup display sub-interface will be displayed as the default display interface. Specifically, when a user clicks on a lineup entry from the lineup list interface, the system will open the lineup details interface corresponding to that lineup entry. When deciding which lineup display sub-interface to display first in the lineup details interface, the system will determine whether the user's current lineup entry is the game lineup the user is currently using. If so, the lineup display sub-interface corresponding to the specific sub-lineup in that game lineup will be used as the default sub-interface and displayed directly. If not, the system will display a preset default sub-interface. For example, such as... Figure 9 and Figure 7 As shown, when a player clicks on "Lineup Name 1", the lineup entry displays a "Cancel Use" control, indicating that the lineup is the one the player is currently using. At this time, the interface of the specific sub-lineup that is being used under this lineup will be displayed directly, that is, the interface of the late-game lineup as shown in 7.
[0176] One embodiment of this application also provides other methods for accessing the lineup details interface corresponding to a lineup entry. When a player enters the lineup details interface of a game lineup, the interface includes a "Close" button. After the player clicks the "Close" button, the lineup function triggered by the "Lineup" button will be exited directly, and the main game interface will be displayed to view the game scene and start a game match. After the player exits the lineup function, if the player clicks the "Lineup" button again, the lineup display sub-interface displayed on the lineup details interface that was previously accessed before clicking the "Close" button will be displayed directly.
[0177] In a game assistance method provided in one embodiment of this application, providing game assistance to a game account based on the currently used lineup information of the game account includes at least one of the following: Step S910: Control the display of the store interface, which includes candidate virtual pieces and prompts for the candidate virtual pieces based on the lineup information currently used by the game account. Step S920: When the store interface is displayed, automatically select the candidate virtual pieces in the store interface based on the lineup information currently used by the game account; Step S930: Determine the virtual pieces to be deployed based on the lineup information currently used by the game account, and automatically move the deployed virtual pieces to the battle area. Step S940: Based on the lineup information currently used by the game account, determine the virtual chess pieces to be sold and automatically sell the virtual chess pieces to be sold. Step S950: Provide position prompts for virtual chess pieces based on the lineup information currently used by the game account.
[0178] The above plan will be explained in detail below.
[0179] In step S910, specifically, when the game account is currently using specific lineup information, the system can display a shop interface to help the game account play the game better. The shop interface can display multiple candidate virtual pieces, which the game account can purchase and add to its lineup. Based on the lineup information currently used by the game account, the system will provide corresponding prompts for the candidate virtual pieces in the shop interface, indicating which candidate virtual pieces are relevant to or suitable for purchase based on the currently used lineup information.
[0180] In step S920, specifically, the system can automatically analyze the candidate virtual pieces in the shop based on the current lineup information of the game account when the shop interface is displayed, and automatically select the pieces that are most suitable for the current lineup. This automatic selection function can help players make purchasing decisions quickly, especially when the game is fast-paced or when players are unsure which pieces are more suitable for the current lineup. In an optional implementation, when the most suitable piece for the current lineup is determined and sufficient resources (e.g., gold) are available, the piece is automatically purchased.
[0181] In one alternative implementation, automatic selection can be a fully automated purchasing process where the system automatically selects and purchases the most suitable candidate virtual pieces based on the current lineup information and game economy, without requiring manual player intervention. For example, some auto chess games may offer an "auto-purchase" function. After the player activates this function, the system will automatically analyze and purchase the piece with the highest match to the current lineup each time the shop refreshes. Alternatively, the system may select recommended candidate virtual pieces, but the player needs to confirm the purchase. This provides decision-making assistance while retaining the player's control.
[0182] In step S930, specifically, the system can analyze all the virtual pieces currently owned by the player based on the lineup information currently used by the game account, determine the most suitable pieces to place in the battle area, and automatically move these pieces from the preparation area to the appropriate positions in the battle area. This function can help players quickly arrange their formations and ensure optimal lineup configuration.
[0183] The virtual pieces that can be deployed are selected from the currently owned virtual pieces and placed in the battle area. They usually play a role in directly participating in the battle.
[0184] In an alternative implementation, the virtual chess pieces deployed can be the strongest combination automatically selected based on the current lineup configuration. The system will consider factors such as the star level, equipment, and synergy effects of the chess pieces to select the optimal combination of chess pieces to deploy.
[0185] In step S940, specifically, the system can analyze all the virtual pieces currently owned by the game account based on the lineup information currently used by the game account, identify those pieces that do not match the current lineup strategy or have low value, mark them as virtual pieces to be sold, and provide an automatic selling function to recover gold coins for the player.
[0186] In step S950, specifically, the system can obtain the formation position information included in the formation information based on the formation information currently used by the game account, such as the formation position information determined by the positions of virtual pieces displayed in the formation details interface as described in the aforementioned embodiments. Position prompts can provide visual guidance indicating the optimal placement of virtual pieces. They typically serve to optimize the formation layout of the pieces.
[0187] In an alternative implementation, the position hints can be a grid highlighting effect displayed in the play area, with different colors or brightness levels indicating the optimal positions for different types of pieces.
[0188] In an alternative implementation, the location hints can be dynamic arrows or path guides, whereby the system points to the optimal position of a virtual piece when the player selects it.
[0189] The method provided in this embodiment allows players to obtain various game assistance based on specific lineup information corresponding to different game stages, greatly simplifying the player's decision-making process and improving the convenience and efficiency of game operation.
[0190] In a game assistance method provided in one embodiment of this application, multiple lineup display sub-interfaces include a target lineup display sub-interface. The step of providing game assistance to the game account based on the lineup information currently used by the game account further includes: Step S1010: If the lineup currently used by the game account is the target lineup displayed on the non-target lineup sub-interface, determine the first target virtual piece based on the currently used lineup and the target lineup. Step S1020: Control the display of the store interface. When the store interface contains the first target virtual piece, display a prompt icon for the first target virtual piece.
[0191] The method provided in this embodiment enables the system to intelligently identify key transition pieces based on the difference between the player's current lineup and the target lineup, and mark them in the shop interface with prompts, effectively guiding players to purchase suitable transition pieces and improving the game interaction experience.
[0192] The above plan will be explained in detail below.
[0193] Specifically, the system will check whether the lineup currently used by the game account is the target lineup displayed in the target lineup sub-interface. If not, the system will compare the differences between the currently used lineup and the target lineup to determine the first target virtual piece that needs to be transitioned to.
[0194] The first target virtual piece can be a key virtual piece that needs to be acquired during the transition from the current lineup to the target lineup. It usually helps players to smoothly complete the lineup transition.
[0195] In an alternative implementation, the first target virtual piece can be a transitional piece that exists in the early or mid-game lineup but not in the late-game lineup. For example, when a player is using an early-game lineup and the target lineup is a late-game lineup, the system will identify which pieces are only used in the early-game lineup and are no longer needed in the late-game lineup, and these pieces will be marked as the first target virtual pieces.
[0196] After identifying the primary target virtual pieces, the system will display a prompt icon for these pieces when the store interface is displayed, reminding the player to purchase them.
[0197] The cue markers can be visual cues displayed on or around the first target virtual piece. They typically serve to attract the player's attention and provide informational guidance.
[0198] In an alternative implementation, the indicator could be a "transition" label displayed above the first target virtual piece, differentiated by different colors. For example, when the shop refreshes and displays a "Berserker" piece that the player uses in the early game but doesn't need in the late game, the system will display a yellow "transition" label above the piece, reminding the player that the piece is only for transitional use.
[0199] In one exemplary application of this embodiment, a player is using an early-game "Swordsman Mage" lineup while aiming to build a late-game "Swordsman Mage" lineup. By comparing these two lineups, the system determines that the "Junior Swordsman" is a transitional piece used in the early game but will be replaced later. When the player opens the shop interface, the system detects the "Junior Swordsman" in the shop and displays an orange "Transitional" label above it. Simultaneously, the shop also displays the "Master Swordsman," needed for the late-game lineup, and the system adds a green "Target" label to it. This intuitive visual cue helps players quickly identify which pieces are temporary transitional pieces and which are target pieces that need to be purchased first, greatly improving the efficiency of building an ideal lineup.
[0200] In one embodiment of this application, a game assistance method further includes: Step S1110, in response to the fourth operation of the interface switching control in the lineup details interface, displays the supplementary information interface corresponding to the target game lineup through the graphical user interface. The supplementary information interface includes the equipment area and / or the second target virtual chess piece display area.
[0201] The method provided in this embodiment enables players to conveniently access the supplementary information interface of the target game lineup through the interface switching control, and view more detailed information, such as equipment configuration and specific virtual chess piece display, thereby enriching the interactive experience of game lineup management, improving the richness of the game, and solving the problem of information acquisition and viewing efficiency in game lineup management through an intuitive and centralized information display method.
[0202] The above plan will be explained in detail below.
[0203] In step S1110, specifically, when browsing the lineup details interface of the game account, the system provides an interface switching control in the lineup details interface. When the system detects that the user performs the fourth operation on the interface switching control, it switches the current interface and displays the supplementary information interface corresponding to the target game lineup. The supplementary information interface may include an equipment area for displaying the equipment configuration information of the virtual chess pieces in the lineup, and / or a second target virtual chess piece display area for displaying virtual chess piece information with specific attributes.
[0204] The interface switching control is used to switch between the lineup details interface and the supplementary information interface. It typically guides users to the supplementary information interface, which is separate from the lineup details interface.
[0205] The fourth operation can be an interactive operation or command targeting the interface switching control. It typically triggers the interface to switch from the lineup details screen to the supplementary information screen. In an optional implementation, the fourth operation can be a click operation, a swipe operation, a long press operation, and / or other operations.
[0206] The supplementary information interface displays additional information about the target game's lineup. It typically provides expanded information beyond the lineup details interface.
[0207] In an alternative implementation, the supplementary information interface can be a separate page parallel to the lineup details interface, specifically designed to display supplementary information related to the target game lineup, such as equipment configuration analysis and transitional piece display.
[0208] In an optional implementation, the supplementary information interface is an extension of the lineup details. When a user switches to the supplementary information interface from the details page of a lineup, the system will display an interface including an "Equipment Analysis" area and a "Transitional Pieces" area.
[0209] The equipment area is where virtual equipment information is displayed in the supplementary information interface. It typically showcases the equipment configurations of important pieces in the lineup.
[0210] In an alternative implementation, the equipment area can be a dedicated area within the supplementary information interface for displaying the equipment configurations of key pieces in the lineup. This area typically includes piece portrait icons and their corresponding recommended equipment icons. For example, such as... Figure 10 The equipment area shown can be divided into a main C (main damage dealer) equipment display section and a main T (main tank) equipment display section. Each section displays the portrait of the corresponding unit and its recommended best equipment combination.
[0211] The second target virtual piece display area can be an area in the supplementary information interface that displays virtual pieces with specific attributes. It usually serves to display information about transitional pieces or pieces with special purposes.
[0212] In an optional implementation, the second target virtual chess piece display area can be a region within the supplementary information interface specifically designed for displaying virtual chess pieces with specific attributes, such as a transitional chess piece display area or a substitute chess piece display area. For example, ... Figure 10 As shown, this area can display transitional pieces that are used in the early and mid-game stages but may be replaced in the final lineup, helping players understand the development path of their lineup.
[0213] In a game assistance method provided in one embodiment of this application, a supplementary information interface corresponding to the target game lineup is displayed through a graphical user interface, including: Step S1210: Obtain the virtual item information configured for the virtual chess piece with the first target attribute in the target game lineup, and control the display of the virtual item information configured for the virtual chess piece with the first target attribute in the equipment area. Step S1220: Display the chess piece identifier of the virtual chess piece with the second target attribute in the target game lineup in the second target virtual chess piece display area, wherein the virtual chess piece with the second target attribute is either a virtual chess piece determined in response to the received lineup editing operation or a virtual chess piece pre-configured in the target game lineup.
[0214] The method provided in this embodiment enables game players to view the equipment information of virtual chess pieces with specific attributes and other virtual chess pieces with specific attributes in the supplementary information interface of the target game lineup, thereby enhancing the completeness of the game lineup information display and allowing players to understand the details of the lineup configuration more clearly.
[0215] The above plan will be explained in detail below.
[0216] In step S1210, specifically, in this step, the system first identifies the virtual chess pieces with the first target attribute in the target game lineup, then obtains the virtual item information configured for these virtual chess pieces, and displays this information in the equipment area of the supplementary information interface.
[0217] The first objective attribute can be the functional attribute or role of the virtual piece in the game. It is typically used to identify the importance and functional positioning of the virtual piece within the game lineup. It usually serves to determine the tactical value and importance of the virtual piece in the current lineup.
[0218] In an optional implementation, the first target attribute can be the main damage dealer (or "C") attribute, i.e., the primary damage output attribute. Virtual pieces with this attribute are responsible for providing the main damage output in the lineup. For example, players can set high-attack, high-burst virtual pieces as the main damage dealer. The system obtains information on all virtual items equipped by these main damage dealers, including weapons, armor, and special items, and displays them in the equipment area in the form of icons and text descriptions.
[0219] In an alternative implementation, the first target attribute can be the main T attribute, i.e., the main tank attribute, where the virtual piece with this attribute is responsible for absorbing damage and protecting other pieces in the lineup.
[0220] In step S1220, specifically, in this step, the system displays the piece identifiers of virtual pieces with second target attributes in the second target virtual piece display area of the supplementary information interface. These pieces can be manually set by the player through lineup editing operations, or they can be pre-configured in the target game lineup.
[0221] The second objective attribute can refer to the special role or temporary function of a virtual piece in the game's lineup construction process. This attribute typically indicates the value and strategic significance of a virtual piece at different game stages. It usually guides players in making appropriate adjustments to their lineups throughout the game.
[0222] In an alternative implementation, the second target attribute can be a transitional attribute, where the virtual piece with this attribute is used temporarily in the early or mid-game but may be replaced later. For example, the system can display virtual pieces marked "transitional pieces" in the second target virtual piece display area. These pieces typically appear in the early or mid-game lineup but not in the final late-game lineup. Players can edit their lineup by clicking, swiping, and / or other actions to assign transitional pieces to their main pieces.
[0223] In a game assistance method provided in one embodiment of this application, the steps of obtaining the virtual item information configured for virtual chess pieces with a first target attribute in the target game lineup, and controlling the display of the virtual item information configured for virtual chess pieces with the first target attribute in the equipment area include: Step S1610: Obtain the virtual item information configured for the virtual chess piece with the first target attribute in the lineup information corresponding to the first lineup display sub-interface currently displayed in the lineup details interface, and control the display of the virtual item information configured for the virtual chess piece with the first target attribute in the equipment area.
[0224] The method provided in this embodiment enables the game system to obtain and display the virtual item information configured for virtual pieces with specific attributes based on the lineup information corresponding to the currently displayed lineup display sub-interface. This allows players to clearly understand the equipment configuration of the key pieces in the currently viewed sub-line, thereby providing players with more targeted lineup equipment information and effectively improving the interactive experience in the game.
[0225] The above plan will be explained in detail below.
[0226] In step S1610, specifically, when the first lineup display sub-interface is currently displayed in the lineup details interface, the game system can obtain the virtual item information configured for the virtual pieces with the first target attribute from the lineup information corresponding to the first lineup display sub-interface, and display this virtual item information in the equipment area of the supplementary information interface. When the player returns to the lineup details interface and switches to another sub-lineup tab, and then clicks the interface switching control to display the supplementary information interface again, the equipment area information will be displayed according to the information of the switched sub-lineup.
[0227] In this embodiment, the content in the display area of the second target virtual chess piece remains unchanged.
[0228] In other implementations, the lineup area in the supplementary information interface displays the configured item information of virtual pieces with the first target attribute in a specific sub-line of the target game lineup. For example, it displays the equipment information of the main DPS and main tank of the late-game sub-line.
[0229] One embodiment of this application provides a game assistance method, which includes: Step S1310: When the virtual pieces in the lineup information corresponding to the first lineup display sub-interface include virtual pieces to be deployed in the preparation area, the virtual pieces corresponding to the virtual pieces to be deployed in the lineup information are displayed in the first lineup display sub-interface using the first display method. Step S1320: When the virtual pieces in the lineup information corresponding to the first lineup display sub-interface include the virtual pieces that are deployed in the battle area, the virtual pieces corresponding to the deployed virtual pieces in the lineup information are displayed in the first lineup display sub-interface using the second display method.
[0230] The method provided in this embodiment enables players to intuitively distinguish between virtual pieces that have been deployed and those that are yet to be deployed in the lineup display interface, improving the interactive experience and allowing players to quickly identify pieces in different states.
[0231] The above plan will be explained in detail below.
[0232] In step S1310, specifically, when the user opens the lineup details interface and views the first lineup display sub-interface during the game, the system will detect whether the virtual pieces in the lineup information include virtual pieces to be deployed located in the preparation area. If there are virtual pieces to be deployed, the system will display the virtual pieces corresponding to these virtual pieces to be deployed in the first lineup display sub-interface through the first display method.
[0233] Among them, the virtual pieces to be deployed are those that players have acquired in the game but have not yet placed in the battle area. They usually serve the purpose of waiting to be deployed in battle.
[0234] In an alternative implementation, the first display method may be to apply a semi-transparent effect to the virtual chess piece icons. For example, in the first lineup display sub-interface, the system applies 50% transparency to the virtual chess piece icons that are ready to be deployed, making them appear lighter and indicating that these pieces have not yet been deployed.
[0235] In an alternative implementation, the first display method may also be to add a specific border or mark around the virtual chess piece icon.
[0236] In step S1320, specifically, when the user opens the lineup details interface and views the first lineup display sub-interface during the game, the system will detect whether the virtual pieces in the lineup information include the virtual pieces already deployed in the battle area. If deployed virtual pieces exist, the system will display the virtual pieces corresponding to these deployed virtual pieces in the first lineup display sub-interface using a second display method.
[0237] The virtual pieces that can be deployed are those that players have already placed in the battle area during the game. They typically have the function of directly participating in the battle.
[0238] In one optional implementation, the second display method can be to apply a highlighting effect to the virtual chess piece icons. For example, in the first lineup display sub-interface, the system increases the brightness or applies a glowing edge effect to the virtual chess piece icons corresponding to their deployed status, making them stand out more and indicating that these pieces have been deployed. In another optional implementation, the second display method can also be to add a specific identifier to the virtual chess piece icons.
[0239] Virtual chess piece icons that have not yet been acquired in the lineup are displayed using a third display method, such as being grayed out.
[0240] In a game assistance method provided in one embodiment of this application, in response to a second operation on the lineup usage control in the first lineup display sub-interface, determining the first sub-lineup information as the lineup information currently used by the game account includes: Step S1510: If the game account is not currently using any lineup information, respond to the second operation and determine the first sub-line lineup information as the lineup information currently used by the game account; In step S1520, if the game account is currently using other lineup information, in response to the second operation, the first sub-line lineup information is replaced with other lineup information to determine the lineup information currently used by the game account.
[0241] The above plan will be explained in detail below.
[0242] In step S1510, specifically, the system first checks whether the game account is currently using lineup information. If it is detected that the game account is not currently using any lineup information, and a second operation (e.g., a click operation) is received on the lineup usage control in the first lineup display sub-interface, the system sets the first sub-lineup information to the currently used lineup information.
[0243] In step S1520, specifically, the system detects that the game account is currently using other lineup information for game assistance. If a second operation (such as a click operation) is received on the lineup usage control in the first lineup display sub-interface, the system will automatically cancel the other lineup information currently in use and set the first sub-line lineup information as the new currently used lineup information.
[0244] The second operation can be an interactive command for using the lineup control. It typically triggers lineup selection or switching. The second operation can be a click, swipe, long press, or other operation, allowing interaction with the lineup control to select and use lineup information.
[0245] The lineup usage control can be an interactive element in the graphical user interface used to activate or switch lineups. It typically triggers changes in the lineup's usage state. The lineup usage control can be a button, switch, icon, or other interactive interface element; interacting with it allows users to select or deactivate a specific lineup.
[0246] In an alternative implementation, the lineup usage control can be a visual button with two states, displaying the text prompts "Use" or "Cancel Use". For example, there might be a button at the bottom of the lineup display sub-interface that displays "Use" when the lineup is not in use, changes to "Cancel Use" after clicking, and returns to the initial state after clicking again. This state switching clearly indicates the current usage status of the lineup, such as... Figure 8 and Figure 9 The button is shown in two states.
[0247] In a game assistance method provided in one embodiment of this application, each of the multiple lineup entries further includes a target interactive control; the method also includes at least one of the following: Step S1710: If the game account does not use any of the sub-game lineups in the target game lineup, in response to the fifth operation of the target interactive control in the first state, the default sub-lineup information in the target game lineup is determined as the lineup information currently used by the game account. In step S1720, if the game account has already used any sub-game lineup in the target game lineup, in response to the sixth operation of the target interactive control for the second state, the sub-game lineup used in the target game lineup is canceled as the lineup information currently used by the game account.
[0248] The method provided in this embodiment allows players to directly control the use or cancellation of a target lineup in the lineup list interface without having to enter the lineup details interface, thus improving the interactive experience.
[0249] The above plan will be explained in detail below.
[0250] Specifically, in the game screen corresponding to the game account, when a player clicks the lineup control, the system displays a lineup list interface. This lineup list interface includes multiple lineup entries, each corresponding to a game lineup. In addition to displaying a summary information of the lineup, each lineup entry also includes a target interactive control, which can be directly used to control whether the lineup corresponding to that lineup entry is used or deactivated.
[0251] The target interactive control can be an interactive button displayed on the lineup entry. It typically indicates whether the current lineup is in use and allows the player to switch the lineup's usage status.
[0252] In an optional implementation, the target interactive control can be a "Use" button displayed to the right of the lineup entry. When the player is not using the lineup, the button displays the text "Use"; when the player has used the lineup, the button displays the text "Cancel Use," thus visually indicating the current usage status of the lineup. Figure 9 As shown.
[0253] In step S1710, specifically, when the player's game account is not currently using any lineup, the target interactive control is displayed in its first state, for example, displaying a "Use" button or being in a closed state. At this time, the player can perform a fifth operation (such as clicking, swiping, etc.) on the target interactive control in the first state, and the system will automatically determine the default sub-lineup information in the target game lineup as the currently used lineup information.
[0254] The fifth operation can be an interactive operation targeting a specific interactive control. It typically triggers the system to set the target lineup as the currently used lineup.
[0255] In an alternative implementation, the fifth operation can be a click operation, whereby the player clicks the "Use" button displayed on the lineup entry to set the default sub-lineup information (usually late-game lineup information) of that lineup to the currently used lineup.
[0256] In step S1720, specifically, when a player's game account is currently using a sub-game lineup from the target game lineup (such as any lineup from the early, mid, or late game lineups), the corresponding target interactive control is displayed in the second state, for example, displaying a "Cancel Use" button. For example, if the player is currently using the early game lineup in "Lineup Name 1", the right side of the lineup entry for "Lineup Name 1" in the lineup list interface will display a "Cancel Use" button. At this time, if the player clicks "Cancel Use", the early game lineup in "Lineup Name 1" will be canceled. In this embodiment, however, after clicking "Cancel Use", when the lineup details interface of "Lineup Name 1" is triggered again, the sub-lineup that the player viewed last time (e.g., the early game lineup) will be displayed by default, or the sub-lineup that the player confirmed to use last time will be displayed by default.
[0257] In an alternative implementation, the lineup information for the game lineup can be edited by triggering the "Edit" control in the lineup list interface or the lineup details interface. Figure 11 A schematic diagram of the editing interface is shown, which includes a lineup configuration area 610 and a candidate element area 620. The candidate element area 620 includes two tabs: "Chess Pieces" and "Equipment." When the "Chess Pieces" tab is selected, the candidate element area 620 displays virtual chess piece characters available for editing, such as X1, X2, X3, etc. When the "Equipment" tab is selected, the candidate element area 620 displays virtual equipment available for editing. Game accounts can drag virtual chess piece characters from the candidate element area 620 to any grid in the lineup configuration area 610, effectively configuring the virtual chess piece character in that grid position. They can also drag virtual equipment from the candidate element area 620 to a specific virtual chess piece character in the lineup configuration area 610, effectively equipping that virtual chess piece character with the virtual equipment. Of course, game accounts can also move candidate elements through other operations, such as clicking on a candidate element in candidate element area 620 and then clicking on a specific position in lineup configuration area 610 to move the candidate element to that specific position, or selecting a position in lineup configuration area 610 (which will be highlighted after being selected) and then clicking on a candidate element in candidate element area 620 to move the candidate element to that position.
[0258] This disclosure also provides a method for quick lineup editing. When entering the game lineup editing state, the game lineup editing interface is displayed, such as... Figure 11 As shown. In an optional implementation, a function control is provided in the editing interface of a sub-team for a specific game lineup. This function control is configured to paste the lineup information of the specified sub-team into the editing interface of the current sub-team.
[0259] The game lineup includes multiple sub-lineups, such as early game, late game, early game, mid game, late game, or early game, mid-early game, mid-late game, late game, etc. The specific division can be set according to user editing commands or pre-defined by the game. In this embodiment, each sub-lineup's convenient interface, except for the late game lineup, includes a functional control, for example... Figure 12a , 12b And 12c is shown Figure 11 The lineup configuration area 610 contains different tabs for setting the lineup positions. Figure 12a The editing interface for the later-stage lineup shown does not include functional controls, but... Figure 12b and Figure 12c The mid-game and early-game lineup editing interfaces shown include a "Copy Late Game" (function control), which is associated with the late game lineup and is used to quickly copy the late game lineup to other sub-lineups.
[0260] In other implementations, different tabs have different numbers of function controls, and the function controls are associated with different sub-teams. For example, the mid-game tab includes one function control associated with the late-game team, and the early-game team includes two function controls, associated with the mid-game team and the late-game team, respectively.
[0261] In this embodiment, the display state and usage state are determined based on the lineup information of the sub-lineup associated with the function control. Specifically, when there is a virtual piece in the associated sub-lineup, the function control is highlighted to indicate that the function control is in a usable state; when there is no virtual piece in the associated sub-lineup, the function control is grayed out to indicate that the function control is in an unusable state.
[0262] For example, Figure 12a The displayed lineup editing interface includes a positioning configuration area, which includes lineup positions. These positions are composed of multiple grids, representing the locations of virtual pieces in the battle area. Players place three virtual pieces in specific lineup positions (as shown by the gray squares in the image). At this time, the function controls in the early and mid-game lineups are highlighted and available for use. When the player switches to... Figure 12c When the initial lineup editing interface is shown, its initial state can be... Figure 12b The blank state shown indicates that no specific team composition information has been configured. When the player clicks the "Copy Late Game" control, the late game team composition information will be copied to the early game team composition, as shown below. Figure 12c As shown. After copying the early game lineup, players can continue to edit the lineup, such as deleting or replacing pieces, to complete the final edit of the early game lineup.
[0263] It should be understood that the above-mentioned game assistance methods are merely examples, and this disclosure does not limit them. Other game assistance methods can be provided according to specific needs.
[0264] This disclosure also provides a game assist device. (See reference...) Figure 13 As shown, the game assist device 1100 includes the following modules: The interface display module 1110 is configured to display the game screen corresponding to the game account in the graphical user interface. The game screen includes a game scene, which includes a battle area and a preparation area. The battle area is configured to place virtual chess pieces, and the preparation area is configured to place virtual chess pieces waiting to be deployed. The interface display module 1110 is also configured to display the lineup details interface corresponding to the target game lineup. The lineup details interface includes multiple lineup display sub-interfaces and multiple switching controls. The multiple lineup display sub-interfaces correspond one-to-one with the multiple switching controls. The multiple lineup display sub-interfaces are used to display different sub-lineup information of the target game lineup respectively. The interface switching module 1120 is configured to respond to the first operation of the first switching control among multiple switching controls, and to display the first lineup display sub-interface corresponding to the first switching control through the lineup details interface. The first lineup display sub-interface is used to display the information of the first sub-lineup. The lineup determination module 1130 is configured to respond to a second operation on the lineup usage control in the first lineup display sub-interface and determine the first sub-line lineup information as the lineup information currently used by the game account. The assistance module 1140 is configured to provide game assistance to the game account based on the lineup information currently used by the game account during the game.
[0265] The game assistance device provided by the above-described embodiments allows players to conveniently switch between different sub-team information at different stages of the game and obtain corresponding game assistance functions, improving the interactive experience. Players do not need to manually adjust the team configuration to adapt to the needs of different stages of the game. At the same time, it provides players with stage-specific team strategies, enriching the tactical depth and gameplay diversity of the game, and enhancing the game's richness. In addition, the system automatically provides assistance functions based on the currently used team information, reducing the computational resource consumption of manual operation and optimizing the efficiency of device resource utilization.
[0266] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0267] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0268] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the methods described above.
[0269] Specifically, this includes: displaying the game screen corresponding to the game account in the graphical user interface. The game screen includes a game scene, which includes a battle area and a preparation area. The battle area is configured to place virtual pieces, and the preparation area is configured to display virtual pieces waiting to be deployed. It also includes displaying the lineup details interface corresponding to the target game lineup. The lineup details interface includes multiple lineup display sub-interfaces and multiple switching controls. Each of the multiple lineup display sub-interfaces corresponds to one of the multiple switching controls, and each sub-interface displays different sub-lineup information of the target game lineup. In response to a first operation on the first switching control among the multiple switching controls, the first lineup display sub-interface corresponding to the first switching control is displayed through the lineup details interface. This first lineup display sub-interface displays the first sub-lineup information. In response to a second operation on the lineup usage control in the first lineup display sub-interface, the first sub-lineup information is determined as the lineup information currently used by the game account. During the game account's participation in the game, game assistance is provided to the game account based on the lineup information currently used by the game account.
[0270] Optionally, the multiple lineup display sub-interfaces include a first lineup display sub-interface, a second lineup display sub-interface, and a third lineup display sub-interface, which are used to display the sub-lineup information of the target game lineup in the early game stage, mid game stage, and late game stage, respectively.
[0271] Optionally, the step of displaying the lineup details interface corresponding to the target game lineup includes: displaying a lineup list interface in a graphical user interface, the lineup list interface including multiple lineup entries, each of the multiple lineup entries corresponding to a game lineup; and, in response to a third operation on the target lineup entry corresponding to the target game lineup, displaying the lineup details interface corresponding to the target game lineup through the graphical user interface.
[0272] Optionally, each of the multiple lineup entries includes: summary information of the game lineup corresponding to the lineup entry, the summary information including lineup element identifiers included in the corresponding game lineup, and the lineup element identifiers including at least one of the following: virtual chess piece identifier, virtual equipment identifier corresponding to the virtual chess piece, synergy information, and game operation prompt information.
[0273] Optionally, the game operation prompts are determined based on the piece attribute information of the virtual pieces with the third objective attribute in the game lineup information of each lineup entry.
[0274] Optionally, the first lineup display sub-interface includes a lineup configuration display area / or a synergy list display area; the first lineup display sub-interface corresponding to the first switching control is displayed on the lineup details interface through a graphical user interface, including: displaying the lineup element identifiers corresponding to the first sub-lineup information and the arrangement information of the lineup element identifiers in the lineup positions in the lineup configuration display area; and displaying the synergy list corresponding to the first sub-lineup information in the synergy list display area, wherein the synergy list is determined according to the synergies achieved by the lineup elements included in the first sub-lineup information.
[0275] Optionally, the lineup element identifier corresponding to the first lineup information is displayed in the lineup configuration display area, including: displaying the corresponding lineup element identifier in multiple lineup positions in the lineup configuration display area, the arrangement of the multiple lineup positions corresponding to the arrangement of the positions in the game scene, and the arrangement positions are configured to place virtual pieces.
[0276] Optionally, the method further includes: when the first sub-team information is the team information currently used by the game account, controlling the display of a status indicator on the first team display sub-interface, the status indicator being used to indicate that the first sub-team information is determined to be the team information currently used by the game account.
[0277] Optionally, the steps for displaying the lineup details interface corresponding to the target game lineup include: confirming the default lineup display sub-interface, and displaying the default lineup display sub-interface in the lineup details interface.
[0278] Optionally, the steps of confirming the default displayed lineup display sub-interface and displaying the default displayed lineup display sub-interface in the lineup details interface include: when the game account does not detect a target operation on any lineup display sub-interface in the lineup details interface, determining the system-preset default displayed lineup display sub-interface and displaying the default displayed lineup display sub-interface in the lineup details interface; when the game account detects a target operation on any lineup display sub-interface in the lineup details interface, determining the lineup display sub-interface corresponding to the target operation as the default displayed lineup display sub-interface and displaying the default displayed lineup display sub-interface in the lineup details interface.
[0279] Optionally, the step of confirming the default displayed lineup display sub-interface and displaying the default displayed lineup display sub-interface in the lineup details interface includes: if the player enters the lineup details interface corresponding to the target game lineup from the lineup list interface displayed in the graphical user interface, then: if the game account does not detect any target operation on any lineup display sub-interface in the lineup details interface, the system-preset default displayed lineup display sub-interface is determined, and the default displayed lineup display sub-interface is displayed in the lineup details interface; if the game account detects a target operation on any lineup display sub-interface in the lineup details interface, the lineup display sub-interface corresponding to the target operation is determined to be the default displayed lineup display sub-interface, and the default displayed lineup display sub-interface is displayed in the lineup details interface.
[0280] Optionally, game assistance can be provided to the game account based on the current lineup information used by the game account, including at least one of the following: controlling the display of the shop interface, which includes candidate virtual pieces and prompts for the candidate virtual pieces based on the current lineup information used by the game account; automatically selecting candidate virtual pieces from the shop interface based on the current lineup information used by the game account; determining the virtual pieces to be deployed based on the currently owned virtual pieces based on the current lineup information used by the game account, and automatically moving the deployed virtual pieces to the battle area; determining the virtual pieces to be sold based on the currently owned virtual pieces based on the current lineup information used by the game account, and automatically selling the virtual pieces to be sold; and providing position prompts for the virtual pieces based on the current lineup information used by the game account.
[0281] Optionally, the multiple lineup display sub-interfaces include a target lineup display sub-interface. The step of providing game assistance to the game account based on the lineup information currently used by the game account also includes: if the lineup currently used by the game account is not the target lineup corresponding to the target lineup display sub-interface, determining the first target virtual piece based on the currently used lineup and the target lineup; controlling the display shop interface, and when the shop interface contains the first target virtual piece, displaying a prompt icon for the first target virtual piece.
[0282] Optionally, the method further includes: in response to a fourth operation on the interface switching control in the lineup details interface, displaying a supplementary information interface corresponding to the target game lineup via a graphical user interface, the supplementary information interface including an equipment area and / or a second target virtual piece display area.
[0283] Optionally, a supplementary information interface corresponding to the target game lineup is displayed through a graphical user interface, including: obtaining the virtual item information configured for the virtual pieces with the first target attribute in the target game lineup; controlling the display of the virtual item information configured for the virtual pieces with the first target attribute in the equipment area; and displaying the piece identifier of the virtual piece with the second target attribute in the target game lineup in the second target virtual piece display area, wherein the virtual piece with the second target attribute is a virtual piece determined in response to the received lineup editing operation or a virtual piece pre-configured in the target game lineup.
[0284] Optionally, the steps of obtaining the virtual item information configured for the virtual chess piece with the first target attribute in the target game lineup and controlling the display of the virtual item information configured for the virtual chess piece with the first target attribute in the equipment area include: obtaining the virtual item information configured for the virtual chess piece with the first target attribute in the lineup information corresponding to the current first lineup display sub-interface in the lineup details interface, and controlling the display of the virtual item information configured for the virtual chess piece with the first target attribute in the equipment area.
[0285] Optionally, the method includes at least one of the following steps: when the virtual pieces in the lineup information corresponding to the first lineup display sub-interface include virtual pieces to be deployed in the preparation area, the virtual pieces corresponding to the virtual pieces to be deployed in the lineup information are displayed in the first lineup display sub-interface using a first display method; when the virtual pieces in the lineup information corresponding to the first lineup display sub-interface include virtual pieces deployed in the battle area, the virtual pieces corresponding to the virtual pieces deployed in the lineup information are displayed in the first lineup display sub-interface using a second display method.
[0286] Optionally, in response to a second operation on the lineup usage control in the first lineup display sub-interface, the first sub-lineup information is determined as the lineup information currently used by the game account, including: if the game account is not currently using any lineup information, in response to the second operation, the first sub-lineup information is determined as the lineup information currently used by the game account; if the game account is currently using other lineup information, in response to the second operation, the first sub-lineup information replaces other lineup information and is determined as the lineup information currently used by the game account.
[0287] Optionally, each of the multiple lineup entries further includes a target interactive control; the method further includes at least one of the following: if the game account does not use any sub-game lineup in the target game lineup, in response to a fifth operation on the target interactive control in the first state, determining the default sub-game lineup information in the target game lineup as the lineup information currently used by the game account; if the game account has used any sub-game lineup in the target game lineup, in response to a sixth operation on the target interactive control in the second state, canceling the used sub-game lineup in the target game lineup as the lineup information currently used by the game account.
[0288] In one implementation, the computer program product can be a tangible product, such as a computer-readable storage medium storing a computer program. The readable storage medium can be based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, and includes, but is not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.
[0289] In one implementation, the computer program product can be an intangible product. For example, the computer program product can be a virtual digital product, such as an executable file or installation package containing a computer program.
[0290] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0291] Computer programs can be carried or transmitted via signals such as electrical, magnetic, optical, electromagnetic, and infrared rays. Electronic devices can convert the signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various embodiments of this disclosure, such as... Figure 6 The steps are shown.
[0292] Implementing the above methods and steps through computer programs has the following technical effects: it allows players to conveniently switch between different sub-team information at different stages of the game and obtain corresponding game assistance functions, improving the interactive experience and eliminating the need for players to manually adjust team configurations to adapt to the needs of different game stages; it also provides players with stage-specific team strategies, enriching the tactical depth and gameplay diversity of the game, and enhancing its richness; in addition, the system automatically provides assistance functions based on the currently used team information, reducing the computational resource consumption of manual operations and optimizing the efficiency of device resource utilization.
[0293] Exemplary embodiments of this disclosure also provide an electronic device, which may be the first client 110, the second client 120, or the server 130 described above. The electronic device includes a processor and a memory. The memory stores executable instructions for the processor, such as computer programs. The processor executes these executable instructions to perform the method steps of various exemplary embodiments of this disclosure.
[0294] Specifically, this includes: displaying the game screen corresponding to the game account in the graphical user interface. The game screen includes a game scene, which includes a battle area and a preparation area. The battle area is configured to place virtual pieces, and the preparation area is configured to display virtual pieces waiting to be deployed. It also includes displaying the lineup details interface corresponding to the target game lineup. The lineup details interface includes multiple lineup display sub-interfaces and multiple switching controls. Each of the multiple lineup display sub-interfaces corresponds to one of the multiple switching controls, and each sub-interface displays different sub-lineup information of the target game lineup. In response to a first operation on the first switching control among the multiple switching controls, the first lineup display sub-interface corresponding to the first switching control is displayed through the lineup details interface. This first lineup display sub-interface displays the first sub-lineup information. In response to a second operation on the lineup usage control in the first lineup display sub-interface, the first sub-lineup information is determined as the lineup information currently used by the game account. During the game account's participation in the game, game assistance is provided to the game account based on the lineup information currently used by the game account.
[0295] Optionally, the multiple lineup display sub-interfaces include a first lineup display sub-interface, a second lineup display sub-interface, and a third lineup display sub-interface, which are used to display the sub-lineup information of the target game lineup in the early game stage, mid game stage, and late game stage, respectively.
[0296] Optionally, the step of displaying the lineup details interface corresponding to the target game lineup includes: displaying a lineup list interface in a graphical user interface, the lineup list interface including multiple lineup entries, each of the multiple lineup entries corresponding to a game lineup; and, in response to a third operation on the target lineup entry corresponding to the target game lineup, displaying the lineup details interface corresponding to the target game lineup through the graphical user interface.
[0297] Optionally, each of the multiple lineup entries includes: summary information of the game lineup corresponding to the lineup entry, the summary information including lineup element identifiers included in the corresponding game lineup, and the lineup element identifiers including at least one of the following: virtual chess piece identifier, virtual equipment identifier corresponding to the virtual chess piece, synergy information, and game operation prompt information.
[0298] Optionally, the game operation prompts are determined based on the piece attribute information of the virtual pieces with the third objective attribute in the game lineup information of each lineup entry.
[0299] Optionally, the first lineup display sub-interface includes a lineup configuration display area / or a synergy list display area; the first lineup display sub-interface corresponding to the first switching control is displayed on the lineup details interface through a graphical user interface, including: displaying the lineup element identifiers corresponding to the first sub-lineup information and the arrangement information of the lineup element identifiers in the lineup positions in the lineup configuration display area; and displaying the synergy list corresponding to the first sub-lineup information in the synergy list display area, wherein the synergy list is determined according to the synergies achieved by the lineup elements included in the first sub-lineup information.
[0300] Optionally, the lineup element identifier corresponding to the first lineup information is displayed in the lineup configuration display area, including: displaying the corresponding lineup element identifier in multiple lineup positions in the lineup configuration display area, the arrangement of the multiple lineup positions corresponding to the arrangement of the positions in the game scene, and the arrangement positions are configured to place virtual pieces.
[0301] Optionally, the method further includes: when the first sub-team information is the team information currently used by the game account, controlling the display of a status indicator on the first team display sub-interface, the status indicator being used to indicate that the first sub-team information is determined to be the team information currently used by the game account.
[0302] Optionally, the steps for displaying the lineup details interface corresponding to the target game lineup include: confirming the default lineup display sub-interface, and displaying the default lineup display sub-interface in the lineup details interface.
[0303] Optionally, the steps of confirming the default displayed lineup display sub-interface and displaying the default displayed lineup display sub-interface in the lineup details interface include: when the game account does not detect a target operation on any lineup display sub-interface in the lineup details interface, determining the system-preset default displayed lineup display sub-interface and displaying the default displayed lineup display sub-interface in the lineup details interface; when the game account detects a target operation on any lineup display sub-interface in the lineup details interface, determining the lineup display sub-interface corresponding to the target operation as the default displayed lineup display sub-interface and displaying the default displayed lineup display sub-interface in the lineup details interface.
[0304] Optionally, the step of confirming the default displayed lineup display sub-interface and displaying the default displayed lineup display sub-interface in the lineup details interface includes: if the player enters the lineup details interface corresponding to the target game lineup from the lineup list interface displayed in the graphical user interface, then: if the game account does not detect any target operation on any lineup display sub-interface in the lineup details interface, the system-preset default displayed lineup display sub-interface is determined, and the default displayed lineup display sub-interface is displayed in the lineup details interface; if the game account detects a target operation on any lineup display sub-interface in the lineup details interface, the lineup display sub-interface corresponding to the target operation is determined to be the default displayed lineup display sub-interface, and the default displayed lineup display sub-interface is displayed in the lineup details interface.
[0305] Optionally, game assistance can be provided to the game account based on the current lineup information used by the game account, including at least one of the following: controlling the display of the shop interface, which includes candidate virtual pieces and prompts for the candidate virtual pieces based on the current lineup information used by the game account; automatically selecting candidate virtual pieces from the shop interface based on the current lineup information used by the game account; determining the virtual pieces to be deployed based on the currently owned virtual pieces based on the current lineup information used by the game account, and automatically moving the deployed virtual pieces to the battle area; determining the virtual pieces to be sold based on the currently owned virtual pieces based on the current lineup information used by the game account, and automatically selling the virtual pieces to be sold; and providing position prompts for the virtual pieces based on the current lineup information used by the game account.
[0306] Optionally, the multiple lineup display sub-interfaces include a target lineup display sub-interface. The step of providing game assistance to the game account based on the lineup information currently used by the game account also includes: if the lineup currently used by the game account is not the target lineup corresponding to the target lineup display sub-interface, determining the first target virtual piece based on the currently used lineup and the target lineup; controlling the display shop interface, and when the shop interface contains the first target virtual piece, displaying a prompt icon for the first target virtual piece.
[0307] Optionally, the method further includes: in response to a fourth operation on the interface switching control in the lineup details interface, displaying a supplementary information interface corresponding to the target game lineup via a graphical user interface, the supplementary information interface including an equipment area and / or a second target virtual piece display area.
[0308] Optionally, a supplementary information interface corresponding to the target game lineup is displayed through a graphical user interface, including: obtaining the virtual item information configured for the virtual pieces with the first target attribute in the target game lineup; controlling the display of the virtual item information configured for the virtual pieces with the first target attribute in the equipment area; and displaying the piece identifier of the virtual piece with the second target attribute in the target game lineup in the second target virtual piece display area, wherein the virtual piece with the second target attribute is a virtual piece determined in response to the received lineup editing operation or a virtual piece pre-configured in the target game lineup.
[0309] Optionally, the steps of obtaining the virtual item information configured for the virtual chess piece with the first target attribute in the target game lineup and controlling the display of the virtual item information configured for the virtual chess piece with the first target attribute in the equipment area include: obtaining the virtual item information configured for the virtual chess piece with the first target attribute in the lineup information corresponding to the current first lineup display sub-interface in the lineup details interface, and controlling the display of the virtual item information configured for the virtual chess piece with the first target attribute in the equipment area.
[0310] Optionally, the method includes at least one of the following steps: when the virtual pieces in the lineup information corresponding to the first lineup display sub-interface include virtual pieces to be deployed in the preparation area, the virtual pieces corresponding to the virtual pieces to be deployed in the lineup information are displayed in the first lineup display sub-interface using a first display method; when the virtual pieces in the lineup information corresponding to the first lineup display sub-interface include virtual pieces deployed in the battle area, the virtual pieces corresponding to the virtual pieces deployed in the lineup information are displayed in the first lineup display sub-interface using a second display method.
[0311] Optionally, in response to a second operation on the lineup usage control in the first lineup display sub-interface, the first sub-lineup information is determined as the lineup information currently used by the game account, including: if the game account is not currently using any lineup information, in response to the second operation, the first sub-lineup information is determined as the lineup information currently used by the game account; if the game account is currently using other lineup information, in response to the second operation, the first sub-lineup information replaces other lineup information and is determined as the lineup information currently used by the game account.
[0312] Optionally, each of the multiple lineup entries further includes a target interactive control; the method further includes at least one of the following: if the game account does not use any sub-game lineup in the target game lineup, in response to a fifth operation on the target interactive control in the first state, determining the default sub-game lineup information in the target game lineup as the lineup information currently used by the game account; if the game account has used any sub-game lineup in the target game lineup, in response to a sixth operation on the target interactive control in the second state, canceling the used sub-game lineup in the target game lineup as the lineup information currently used by the game account.
[0313] The following is for reference. Figure 14 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 14 The electronic device 1100 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0314] like Figure 14 As shown, the electronic device 1100 may include: a processor 1110, a memory 1120, a bus 1130, an I / O (input / output) interface 1140, and a network adapter 1150.
[0315] Memory 1120 may include volatile memory, such as RAM 1121 and cache unit 1122, and may also include non-volatile memory, such as ROM 1123. Memory 1120 may also include one or more program modules 1124, such program modules 1124 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1124 may include the modules in the above-described apparatus.
[0316] The processor 1110 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0317] The processor 1110 can be used to execute executable instructions stored in the memory 1120 to perform method steps of various embodiments of this disclosure, such as... Figure 6 The steps are shown.
[0318] By executing the above method steps through processor 1110, the following technical effects are achieved: players can conveniently switch between different sub-team information at different stages of the game and obtain corresponding game assistance functions, improving the interactive experience without requiring players to manually adjust team configurations to adapt to the needs of different game stages; at the same time, it provides players with stage-specific team strategies, enriching the tactical depth and gameplay diversity of the game, and enhancing the game's richness; in addition, the system automatically provides assistance functions based on the currently used team information, reducing the computational resource consumption of manual operations and optimizing the efficiency of device resource utilization.
[0319] Bus 1130 is used to connect different components of electronic device 1100 and may include a data bus, an address bus and a control bus.
[0320] Electronic device 1100 can communicate with one or more external devices 1200 (such as keyboard, mouse, external controller, etc.) through I / O interface 1140.
[0321] Electronic device 1100 can communicate with one or more networks via network adapter 1150. For example, network adapter 1150 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1150 can communicate with other modules of electronic device 1100 via bus 1130.
[0322] In one embodiment, the electronic device 1100 further includes a display for displaying a graphical user interface.
[0323] although Figure 14 Other hardware and / or software modules, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems, may also be configured in electronic device 1100.
[0324] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit," "module," or "system," respectively.
[0325] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.
Claims
1. A game assistance method, characterized in that, The method includes: The game screen corresponding to the game account is displayed in the graphical user interface. The game screen includes a game scene, which includes a battle area and a preparation area. The battle area is configured to place virtual chess pieces that are ready to be deployed. The preparation area is configured to place virtual chess pieces that are ready to be deployed. The screen displays the lineup details of the target game lineup. The lineup details screen includes multiple lineup display sub-screens and multiple switching controls. The multiple lineup display sub-screens correspond one-to-one with the multiple switching controls. The multiple lineup display sub-screens are used to display different sub-lineup information of the target game lineup respectively. In response to a first operation on the first switching control among the plurality of switching controls, a first lineup display sub-interface corresponding to the first switching control is displayed through the lineup details interface. The first lineup display sub-interface is used to display the information of the first sub-lineup. In response to a second operation on the lineup usage control in the first lineup display sub-interface, the first sub-line lineup information is determined as the lineup information currently used by the game account; During the game, the game account provides game assistance based on the lineup information currently used by the game account.
2. The method according to claim 1, characterized in that, The steps for displaying the lineup details interface corresponding to the target game lineup include: The graphical user interface displays a lineup list interface, which includes multiple lineup entries, each of which corresponds to a game lineup. In response to a third operation on the target lineup entry corresponding to the target game lineup, the lineup details interface corresponding to the target game lineup is displayed through the graphical user interface.
3. The method according to claim 2, characterized in that, Each of the plurality of lineup entries includes: The summary information of the game lineup corresponding to the lineup entry includes lineup element identifiers of the corresponding game lineup. The lineup element identifiers include at least one of the following: virtual chess piece identifier, virtual equipment identifier corresponding to the virtual chess piece, synergy information, and game operation prompt information.
4. The method according to claim 3, characterized in that, The game operation prompts are determined based on the chess piece attribute information of the virtual chess piece with the third target attribute in the game lineup information of each lineup entry.
5. The method according to claim 1, characterized in that, The first lineup display sub-interface includes a lineup configuration display area and / or a synergy list display area; the step of displaying the first lineup display sub-interface corresponding to the first switching control on the lineup details interface through the graphical user interface includes: The lineup configuration display area displays the virtual chess piece identifiers corresponding to the first sub-line information and the arrangement information of the virtual chess piece identifiers in the lineup positions; The synergy list display area displays the synergy list corresponding to the first sub-team information, which is determined based on the synergies achieved by the virtual pieces included in the first sub-team information.
6. The method according to claim 5, characterized in that, The step of displaying the virtual chess piece identifier corresponding to the first sub-lineup information in the lineup configuration display area includes: The virtual chess piece icons are displayed in multiple positions in the lineup configuration display area. The arrangement of the multiple lineup positions corresponds to the arrangement of the positions in the game scene. The positions are configured to place the virtual chess pieces.
7. The method according to claim 1, characterized in that, The method further includes: If the first sub-team information is the team information currently used by the game account, control the display of a status indicator on the first team display sub-interface. The status indicator is used to indicate that the first sub-team information is determined to be the team information currently used by the game account.
8. The method according to claim 1, characterized in that, The steps for displaying the lineup details interface corresponding to the target game lineup include: Confirm the default lineup display sub-interface, and then display the default lineup display sub-interface in the lineup details interface.
9. The method according to claim 8, characterized in that, The steps of confirming the default lineup display sub-interface and displaying the default lineup display sub-interface in the lineup details interface include: If the target game lineup is the game lineup currently used by the game account, then the sub-interface of the lineup currently used by the game account in the target game lineup is determined to be the default lineup display sub-interface, and the default lineup display sub-interface is displayed in the lineup details interface; If the target game lineup is not the game lineup currently used by the game account, the system's preset default lineup display sub-interface is determined and displayed in the lineup details interface.
10. The method according to claim 1, characterized in that, The provision of game assistance to the game account based on the current lineup information of the game account includes at least one of the following: The control displays the store interface, which includes candidate virtual chess pieces and prompts for the candidate virtual chess pieces based on the lineup information currently used by the game account. When the store interface is displayed, the candidate virtual chess pieces in the store interface are automatically selected based on the lineup information currently used by the game account; Based on the lineup information currently used by the game account, determine the virtual chess pieces to be deployed from the currently owned virtual chess pieces, and automatically move the deployed virtual chess pieces to the battle area; Based on the lineup information currently used by the game account, determine the virtual chess pieces currently owned and sell them, and automatically sell the virtual chess pieces to be sold. Provides virtual piece position hints based on the lineup information currently used by the game account.
11. The method according to claim 1, characterized in that, The multiple lineup display sub-interfaces include a target lineup display sub-interface, and the step of providing game assistance to the game account based on the lineup information currently used by the game account further includes: If the lineup currently used by the game account is the target lineup corresponding to the non-target lineup display sub-interface, the first target virtual chess piece is determined based on the currently used lineup and the target lineup. The system controls the display of the store interface. When the store interface contains the first target virtual chess piece, a prompt icon is displayed for the first target virtual chess piece.
12. The method according to claim 1, characterized in that, The method further includes: In response to a fourth operation on the interface switching control in the lineup details interface, a supplementary information interface corresponding to the target game lineup is displayed through the graphical user interface. The supplementary information interface includes an equipment area and / or a second target virtual chess piece display area.
13. The method according to claim 12, characterized in that, The interface for displaying supplementary information corresponding to the target game lineup through the graphical user interface includes: Obtain the virtual item information configured for the virtual chess pieces with the first target attribute in the target game lineup, and control the display of the virtual item information configured for the virtual chess pieces with the first target attribute in the equipment area; The second target virtual chess piece display area displays the chess piece identifier of the virtual chess piece with the second target attribute in the target game lineup, wherein the virtual chess piece with the second target attribute is a virtual chess piece determined in response to the received lineup editing operation or a virtual chess piece pre-configured in the target game lineup.
14. The method according to claim 1, characterized in that, The method includes at least one of the following steps: When the virtual chess pieces in the lineup information corresponding to the first lineup display sub-interface include virtual chess pieces to be deployed located in the preparation area, the virtual chess pieces corresponding to the virtual chess pieces to be deployed in the corresponding lineup information are displayed in the first lineup display sub-interface using a first display method. When the virtual chess pieces in the lineup information corresponding to the first lineup display sub-interface include the virtual chess pieces that are deployed in the battle area, the virtual chess pieces corresponding to the deployed virtual chess pieces in the corresponding lineup information are displayed in the first lineup display sub-interface using a second display method.
15. The method according to claim 1, characterized in that, The second operation in response to the lineup usage control in the first lineup display sub-interface, determining the first sub-lineup information as the lineup information currently used by the game account, includes: If the game account is not currently using any lineup information, in response to the second operation, the first sub-lineup information is determined as the lineup information currently used by the game account; If the game account is currently using other lineup information, in response to the second operation, the first sub-line lineup information is used to replace the other lineup information to determine it as the lineup information currently used by the game account.
16. The method according to claim 2, characterized in that, Each of the plurality of lineup entries further includes a target interactive control; the method further includes at least one of the following: If the game account does not use any of the sub-game lineups in the target game lineup, in response to the fifth operation of the target interactive control for the first state, the default sub-game lineup information in the target game lineup is determined as the lineup information currently used by the game account; If the game account has already used any of the sub-game lineups in the target game lineup, in response to the sixth operation of the target interactive control for the second state, the sub-game lineups used in the target game lineup are removed as the lineup information currently used by the game account.
17. A game auxiliary device, characterized in that, The device includes: The interface display module is configured to display the game screen corresponding to the game account on the graphical user interface. The game screen includes a game scene, which includes a battle area and a preparation area. The battle area is configured to place virtual chess pieces that are ready to be deployed, and the preparation area is configured to place virtual chess pieces that are ready to be deployed. The interface display module is also configured to display the lineup details interface corresponding to the target game lineup. The lineup details interface includes multiple lineup display sub-interfaces and multiple switching controls. The multiple lineup display sub-interfaces correspond one-to-one with the multiple switching controls. The multiple lineup display sub-interfaces are used to display different sub-lineup information of the target game lineup respectively. The interface switching module is configured to respond to a first operation on a first switching control among the plurality of switching controls, and to display a first lineup display sub-interface corresponding to the first switching control through the lineup details interface. The first lineup display sub-interface is used to display information about the first sub-lineup. The lineup determination module is configured to, in response to a second operation on the lineup usage control in the first lineup display sub-interface, determine the first sub-lineup information as the lineup information currently used by the game account. An assistance module is configured to provide game assistance to the game account based on the lineup information currently used by the game account during the game.
18. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 16 by executing the executable instructions.
19. A computer storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 16.