Processing method and device of virtual chessboard in self-moving chess, electronic equipment, computer readable storage medium and computer program product

CN122874902APending Publication Date: 2026-10-09SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202611131432.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-07-28
Publication Date
2026-10-09

AI Technical Summary

Technical Problem

在战斗阶段,玩家无法直接对场上阵容进行交互控制;而所有的阵容调整操作均被严格限制在短暂的备战阶段进行

Benefits of technology

本申请通过在目标对局处于战斗阶段时显示预规划控件,并响应相应的触发操作显示第二虚拟棋盘,能够在战斗阶段直接接收用户的预规划操作并在第二虚拟棋盘中展示预规划后的第一虚拟棋子阵容。相较于相关技术中阵容交互只能集中在短暂备战阶段的限制,本申请允许用户在战斗阶段提前完成下一回合阵容的预规划操作并予以确定,有效利用了战斗阶段的空闲时间,将原本集中在备战阶段的高频交互指令分散,避免了短时间内密集输入引发的操作拥堵与触控失误,从而显著提升了整体的人机交互效率。

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Abstract

The application provides a processing method and device for a virtual chessboard in a self-moving chess, electronic equipment, a computer readable storage medium and a computer program product; the method comprises the following steps: in the case that a target game is in a battle stage, displaying a first virtual chessboard of the self-moving chess and a pre-planning control, and displaying a virtual chess piece formation participating in the battle in the current round in the target game in the first virtual chessboard; in response to a triggering operation on the pre-planning control, displaying a second virtual chessboard of the self-moving chess; in response to a pre-planning operation performed in the second virtual chessboard, displaying a first virtual chess piece formation after pre-planning; in response to a determination operation on the first virtual chess piece formation, determining the first virtual chess piece formation as a virtual chess piece formation of a next round after pre-planning; when the target game is switched from the battle stage to a preparation stage of the next round, displaying the first virtual chess piece formation in the first virtual chessboard. Through the application, the human-computer interaction efficiency is improved.
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Description

Technical Field

[0001] This application relates to computer technology, and more particularly to a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing a virtual chessboard in Auto Chess. Background Technology

[0002] In auto-chess-style turn-based games, matches typically alternate between a combat phase and a preparation phase. During the combat phase, players cannot directly interact with or control the lineup on the field; and all lineup adjustments are strictly limited to the brief preparation phase.

[0003] This interaction mechanism results in a large number of unusable interactive idle periods during the combat phase, while the preparation phase requires users to input intensive commands. This not only puts electronic devices under pressure to handle high-concurrency interface response and command processing in a short period of time, but also makes users prone to touch errors or omissions in operation within a very short time window, thereby reducing the efficiency of human-computer interaction. Summary of the Invention

[0004] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing a virtual chessboard in Auto Chess, which improves the efficiency of human-computer interaction.

[0005] The technical solution of this application embodiment is implemented as follows: This application provides a method for processing a virtual chessboard in Auto Chess, the method comprising: When the target game of the auto chess is in the combat phase, the first virtual chessboard and pre-planning controls of the auto chess are displayed, and the lineup of virtual chess pieces participating in the combat in the current round of the target game is displayed in the first virtual chessboard. In response to a trigger operation on the pre-planning control, a second virtual chessboard of the auto chess is displayed, the second virtual chessboard being used to pre-plan the virtual chess piece lineup for the next round in the target game during the battle phase; In response to the pre-planning operation performed in the second virtual chessboard, the pre-planned first virtual chess piece lineup is displayed in the second virtual chessboard; In response to the operation of determining the first virtual chess piece lineup, the first virtual chess piece lineup is determined as the pre-planned virtual chess piece lineup for the next round, and the second virtual chessboard is de-displayed; When the target game switches from the combat phase to the preparation phase for the next round, the first virtual chess piece lineup is displayed on the first virtual chessboard.

[0006] This application provides a processing device for a virtual chessboard in Auto Chess, the device comprising: The display module is used to display the first virtual chessboard and pre-planning controls of the auto chess game when the target game is in the combat phase, and to display the lineup of virtual chess pieces participating in the combat in the current round of the target game on the first virtual chessboard. The display module is also configured to display the second virtual chessboard of the auto chess game in response to a trigger operation on the pre-planning control. The second virtual chessboard is used to pre-plan the virtual chess piece lineup for the next round in the target game during the battle phase. A pre-planning module is used to display the pre-planned first virtual chess piece lineup in the second virtual chessboard in response to the pre-planning operation performed in the second virtual chessboard. The determination module is used to respond to the determination operation for the first virtual chess piece lineup, determine the first virtual chess piece lineup as the pre-planned virtual chess piece lineup for the next round, and cancel the display of the second virtual chessboard; The display module is further configured to display the first virtual chess piece lineup on the first virtual chessboard when the target game switches from the battle phase to the preparation phase of the next round.

[0007] In the above scheme, the first virtual chessboard displays at least one virtual chess piece belonging to a target faction, the target faction being the faction to which the virtual chess piece lineup participating in the battle in the current round belongs. The display module is further configured to display each virtual chess piece at the corresponding position on the second virtual chessboard after displaying the second virtual chessboard of the auto chess game. The second virtual chessboard includes a battle area and a preparation area. The preparation area is used to store virtual chess pieces for selection to form the virtual chess piece lineup in the next round. The pre-planning module is further configured to respond to the pre-planning operation performed on the virtual chess pieces in the second virtual chessboard, display the pre-planned virtual chess pieces in the second virtual chessboard, and determine the pre-planned virtual chess pieces displayed in the battle area of ​​the second virtual chessboard as the first virtual chess piece lineup.

[0008] In the above scheme, the display module is further configured to display each virtual chess piece in the second virtual chessboard at the corresponding position of the first virtual chessboard using a first display style; the processing device for the virtual chessboard in the auto chess game further includes: a switching module, configured to switch the display style of the first virtual chess piece from the first display style to the second display style when a pre-planning operation is received for the first virtual chess piece.

[0009] In the above scheme, the display module is further configured to, after switching the display style of the first virtual chess piece from the first display style to the second display style, in response to a trigger operation on the first virtual chess piece displayed using the second display style, display at least one of the following: the initial position information of the first virtual chess piece, and the initial equipment information of the first virtual chess piece; wherein, the initial position information is the position information before performing the corresponding pre-planning operation on the first virtual chess piece; and the initial equipment information is the equipment information before performing the corresponding pre-planning operation on the first virtual chess piece.

[0010] In the above scheme, the display module is further configured to display a first undo control and a first reset control at the associated position of the first virtual chess piece displayed using the second display style; wherein, the first undo control is configured to undo the pre-planned operation previously performed on the first virtual chess piece; and the first reset control is configured to reset the pre-planned operation performed on the first virtual chess piece.

[0011] In the above scheme, the pre-planning operation includes a position adjustment operation for adjusting the position of the virtual chess piece in the second virtual chessboard and an equipment adjustment operation for adjusting the virtual equipment carried by the virtual chess piece; the pre-planning module is further configured to, when receiving a position adjustment operation for the virtual chess piece, display the adjusted virtual chess piece at a target position on the second virtual chessboard, the target position being the position indicated by the position adjustment operation; and when receiving an equipment adjustment operation for the virtual chess piece, adjust the virtual equipment carried by the virtual chess piece and display the adjusted virtual chess piece on the second virtual chessboard.

[0012] In the above scheme, the second virtual chessboard displays at least one virtual piece to be assigned. The pre-planning module is further configured to control the first virtual piece to move to the second virtual piece in response to a movement operation of the first virtual piece among the at least one virtual piece to be assigned. When the first virtual piece is released after moving to the second virtual piece, if the second virtual piece carries the second virtual piece and the first virtual piece and the second virtual piece meet a preset synthesis condition, then the first virtual piece and the second virtual piece are synthesized. The second virtual piece carrying the synthesized virtual piece is displayed on the second virtual chessboard.

[0013] In the above scheme, the processing device for the virtual chessboard in the auto chess game further includes: a purchase module, used to display the third virtual chess piece in the second virtual chessboard in response to a purchase operation for the third virtual chess piece after displaying each virtual chess piece at the corresponding position in the second virtual chessboard and the first virtual chessboard; the pre-planning module is further used to display the pre-planned virtual chess piece in the second virtual chessboard in response to a pre-planning operation performed on the virtual chess piece and the third virtual chess piece in the second virtual chessboard.

[0014] In the above scheme, the display module is further configured to, in response to a trigger operation on the pre-planned control, perform one of the following: overlaying the second virtual chessboard on the first virtual chessboard, wherein the battle area of ​​the second virtual chessboard is displayed with a preset transparency; displaying a floating window, wherein the second virtual chessboard is displayed in the floating window; or displaying the second virtual chessboard in a split-screen manner.

[0015] In the above scheme, the display module is further configured to increase the viewing angle of the auto chess game and perform at least one of the following operations on the first virtual chessboard: decrease the display brightness of the first virtual chessboard, overlay a blur display effect on the first virtual chessboard; and overlay the second virtual chessboard on the first virtual chessboard based on the adjusted viewing angle.

[0016] In the above scheme, the processing device for the virtual chessboard in the auto chess game further includes: a setting module, used to display a transparency setting control after the second virtual chessboard is overlaid and displayed; in response to a transparency setting operation triggered based on the transparency setting control, to determine the transparency indicated by the transparency setting operation as the target transparency; and to adjust the transparency of the second virtual chessboard from the preset transparency to the target transparency.

[0017] In the above scheme, the display module is further configured to display a second undo control after displaying the second virtual chessboard of the auto chess; the processing device for the virtual chessboard in the auto chess further includes: an undo module, configured to, after displaying the pre-planned first virtual chess piece lineup in the second virtual chessboard, in response to a target pre-planning operation for the first virtual chess piece lineup, display the pre-planned second virtual chess piece lineup in the second virtual chessboard; in response to a triggering operation of the second undo control, undo the target pre-planning operation, and switch the display of the second virtual chess piece lineup in the second virtual chessboard to the first virtual chess piece lineup.

[0018] In the above scheme, the display module is further configured to display a second reset control after displaying the second virtual chessboard of the auto chess; the processing device for the virtual chessboard in the auto chess further includes: a reset module, configured to reset all pre-planning operations performed in the second virtual chessboard in response to a triggering operation of the second reset control after displaying the pre-planned first virtual chess piece lineup in the second virtual chessboard.

[0019] In the above scheme, the processing device for the virtual chessboard in the auto chess game further includes: a preview control, used to display a pre-planning identifier on the first virtual chessboard after the first virtual chess piece lineup is determined as the pre-planned virtual chess piece lineup for the next round, the pre-planning identifier being used to identify the pre-planned virtual chess piece lineup for the next round; and to display a preview window in response to a trigger operation on the pre-planning identifier, and to display the pre-planned first virtual chess piece lineup in the preview window.

[0020] In the above scheme, the second virtual chessboard includes a preparation area. The display module is further configured to display the virtual pieces currently owned by the object in the preparation area after displaying the second virtual chessboard of the auto chess. The second virtual chessboard also includes a battle area. The pre-planning module is further configured to move the at least one virtual piece from the preparation area to the battle area in response to a movement operation on at least one virtual piece in the preparation area. The virtual pieces in the battle area of ​​the second virtual chessboard are determined as the first virtual piece lineup.

[0021] In the above scheme, the display module is further configured to, when displaying the second virtual chessboard, display a countdown for the remaining time of the battle phase when the remaining time of the battle phase is less than a preset time; the determining module is further configured to, when the countdown is cleared and no determining operation for the first virtual chess piece lineup is received, display a lineup confirmation prompt message; wherein, the lineup confirmation prompt message is used to prompt that the first virtual chess piece lineup is determined as the pre-planned virtual chess piece lineup for the next round; in response to the determining instruction triggered based on the lineup confirmation prompt message, the first virtual chess piece lineup is determined as the pre-planned virtual chess piece lineup for the next round.

[0022] In the above scheme, the display module is further configured to, in response to a trigger operation on the pre-planning control, display the second virtual chessboard of the auto chess game, and display the third virtual chessboard in the second virtual chessboard, when there is a pre-planned virtual chess piece lineup for the next round before the display of the second virtual chessboard of the auto chess game, and the pre-planned virtual chess piece lineup for the next round is a third virtual chess piece lineup; the pre-planning module is further configured to, in response to a pre-planning operation performed on the third virtual chess piece lineup in the second virtual chessboard, determine the pre-planned virtual chess piece lineup as the first virtual chess piece lineup, and display the pre-planned first virtual chess piece lineup in the second virtual chessboard.

[0023] In the above scheme, the display module is further configured to, after displaying the second virtual chessboard of the auto chess, display first synergy information on the second virtual chessboard, the first synergy information being used to indicate the lineup synergies in the current round of the target game; the display module is further configured to, after displaying the pre-planned first virtual chess piece lineup on the second virtual chessboard, display second synergy information on the second virtual chessboard, as well as difference information between the first synergy information and the second synergy information; wherein, the second synergy information is used to indicate the lineup synergies of the first virtual chess piece lineup, and the difference information includes changed synergy entries.

[0024] In the above scheme, the display module is further configured to display the pre-planned first virtual chess piece lineup in a first area of ​​the second virtual chessboard; after displaying the pre-planned first virtual chess piece lineup in the second virtual chessboard, a pre-battle control is displayed; in response to a trigger operation on the pre-battle control, the opposing virtual chess piece lineup participating in the current round of the target game is displayed in a second area of ​​the second virtual chessboard; and the process of the opposing virtual chess piece lineup fighting against the first virtual chess piece lineup is displayed in the second virtual chessboard.

[0025] In the above scheme, the display module is further configured to, after displaying the second virtual chessboard of the auto chess, display at least one lineup label in the second virtual chessboard; wherein, different lineup labels correspond to different virtual chess piece lineups, and the at least one lineup label includes a target lineup label, the target lineup label corresponding to the first virtual chess piece lineup; the pre-planning module is further configured to, in response to a trigger operation on the target lineup label, display the pre-planned first virtual chess piece lineup in the second virtual chessboard.

[0026] In the above scheme, the display module is further configured to play a pre-planned animation when the target game switches from the battle phase to the preparation phase of the next round. The pre-planned animation is used to show the process of switching from the virtual chess piece lineup participating in the battle in the current round to the first virtual chess piece lineup. When the pre-planned animation finishes playing, the first virtual chess piece lineup is displayed on the first virtual chessboard.

[0027] This application provides an electronic device, including: Memory is used to store executable instructions or computer programs. The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the virtual chessboard processing method in the auto chess provided in the embodiments of this application.

[0028] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs for implementing the virtual chessboard processing method in Auto Chess provided in this application when executed by a processor.

[0029] This application provides a computer program product, including computer-executable instructions or a computer program, which, when executed by a processor, implements the virtual chessboard processing method in Auto Chess provided in this application.

[0030] The embodiments of this application have the following beneficial effects: This application displays pre-planning controls during the combat phase of a game and responds to corresponding trigger operations to display a second virtual chessboard. It can directly receive the user's pre-planning operations during the combat phase and display the pre-planned first virtual chess piece lineup on the second virtual chessboard. Compared to related technologies where lineup interaction is limited to a brief preparation phase, this application allows the user to pre-plan and confirm the lineup for the next round in advance during the combat phase. This effectively utilizes the idle time during the combat phase, dispersing high-frequency interaction commands that were originally concentrated in the preparation phase, avoiding operational congestion and touch errors caused by dense input in a short period, thereby significantly improving the overall human-computer interaction efficiency. Attached Figure Description

[0031] Figure 1 This is a schematic diagram of the structure of the virtual chessboard processing system provided in the embodiments of this application; Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application; Figure 3 This is a first flowchart illustrating the virtual chessboard processing method provided in the embodiments of this application; Figure 4This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 1 ; Figure 5 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 2 ; Figure 6 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 3 ; Figure 7 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 4 ; Figure 8 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 5 ; Figure 9 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 6 ; Figure 10 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 7 ; Figure 11 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 8 ; Figure 12 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 9 ; Figure 13 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 10 ; Figure 14 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 10 one; Figure 15 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 10 two; Figure 16 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 10 three; Figure 17 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 10 Four; Figure 18 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 10 five; Figure 19 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 10 six; Figure 20 This is a second flowchart illustrating the virtual chessboard processing method provided in the embodiments of this application. Detailed Implementation

[0032] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0033] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0034] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0035] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0036] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by one of ordinary skill in the art. The terminology used in the embodiments of this application is for the purpose of describing the embodiments of this application only and is not intended to limit this application.

[0037] In the implementation of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0038] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0039] 1) In response to, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0040] 2) Client, also known as user terminal, refers to the program that provides local services to users in contrast to the server. Except for some applications that can only run locally, it is generally installed on the terminal and needs to work with the server. That is, there needs to be a corresponding server and service program on the network to provide the corresponding services. Thus, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application.

[0041] During the research process, the inventors discovered the following technical problems in the relevant technology: In turn-based games like auto chess, the interactive operations of the virtual chessboard are strictly limited by stage. Users cannot pre-plan their piece formations during the battle phase, resulting in a significant amount of idle waiting time. Furthermore, all formation adjustment commands can only be input during the brief preparation phase, leading to severely insufficient operation time. This limitation in the height of the operation window and the uneven distribution of time forces users to perform high-frequency, intensive interface interactions within a very short period, easily causing touch errors and operational omissions, ultimately resulting in low overall human-computer interaction efficiency and poor accuracy.

[0042] Based on this, embodiments of this application provide a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing virtual chessboards in auto chess, thereby improving human-computer interaction efficiency.

[0043] See Figure 1 , Figure 1 This is a schematic diagram of the structure of the virtual chessboard processing system provided in the embodiments of this application. Figure 1 The processing system 100 for the virtual chessboard in the Auto Chess game shown is designed to support the processing application of a virtual chessboard. The terminal 400 is connected to the server 200 via a network 300, which can be a wide area network, a local area network, or a combination of both.

[0044] Terminal 400 is used to display a first virtual chessboard and pre-planning controls for the auto chess game when the target game is in the combat phase, and to display the lineup of virtual pieces participating in the combat in the current round of the target game on the first virtual chessboard; in response to a trigger operation on the pre-planning controls, it displays a second virtual chessboard, which is used to pre-plan the lineup of virtual pieces for the next round of the target game during the combat phase; in response to the pre-planning operation performed on the second virtual chessboard, it displays the pre-planned lineup of the first virtual pieces on the second virtual chessboard; in response to a confirmation operation on the first virtual pieces lineup, it confirms the first virtual pieces lineup as the pre-planned lineup of virtual pieces for the next round, and sends the confirmed lineup of the first virtual pieces to server 200 via network 300.

[0045] Server 200 is used to receive and update the virtual piece lineup for the next round in the target game; terminal 400 is also used to display the first virtual piece lineup on the first virtual chessboard when the target game switches from the combat phase to the preparation phase for the next round.

[0046] In some embodiments, the method for processing the virtual chessboard in Auto Chess provided in this application can also be implemented independently by a terminal. The terminal has a client installed that can implement the method for processing the virtual chessboard in Auto Chess. When the target game in Auto Chess is in the combat phase, the client displays a first virtual chessboard and a pre-planning control, and displays the lineup of virtual pieces participating in the current round of combat in the target game on the first virtual chessboard. In response to a trigger operation on the pre-planning control, a second virtual chessboard is displayed. The second virtual chessboard is used to pre-plan the lineup of virtual pieces for the next round of the target game during the combat phase. In response to the pre-planning operation performed on the second virtual chessboard, the pre-planned first virtual piece lineup is displayed on the second virtual chessboard. In response to a determination operation on the first virtual piece lineup, the first virtual piece lineup is determined as the pre-planned lineup for the next round, and the display of the second virtual chessboard is canceled. When the target game switches from the combat phase to the preparation phase for the next round, the first virtual piece lineup is displayed on the first virtual chessboard.

[0047] The client running on the terminal can also embed a plugin for handling the virtual chessboard in Auto Chess, enabling the local implementation of virtual chessboard processing methods on the client. For example, when the target Auto Chess game is in the combat phase, the terminal displays the first virtual chessboard and pre-planning controls, showing the lineup of virtual pieces participating in the current round of combat in the target game on the first virtual chessboard; in response to a trigger operation on the pre-planning controls, a second virtual chessboard is displayed, which is used to pre-plan the lineup of virtual pieces for the next round of the target game during the combat phase; in response to a pre-planning operation performed on the second virtual chessboard, the pre-planned lineup of the first virtual chessboard is displayed on the second virtual chessboard; in response to a confirmation operation on the first virtual chessboard, the first virtual chessboard is confirmed as the pre-planned lineup of virtual pieces for the next round, and the second virtual chessboard is de-displayed; when the target game switches from the combat phase to the preparation phase for the next round, the first virtual chessboard displays the first virtual chessboard.

[0048] In some embodiments, server 200 may be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Terminal 400 may be a smartphone, tablet, laptop, desktop computer, set-top box, smart voice interaction device, smart home appliance, virtual reality device, vehicle terminal, aircraft, portable music player, personal digital assistant, dedicated messaging device, portable gaming device, smart speaker, and smartwatch, but is not limited thereto. Terminals and servers can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.

[0049] The electronic device implementing the virtual chessboard processing method in auto chess provided in the embodiments of this application will now be described. See [link to relevant documentation]. Figure 2 , Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. In practical applications, the electronic device can be implemented as various types of terminals such as laptops, tablets, desktop computers, smartphones, smart speakers, smartwatches, smart TVs, and vehicle terminals. It can also be implemented as a server or as a device cluster composed of servers and terminals. Figure 2The illustrated electronic device includes at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. The various components of the electronic device are coupled together via a bus system 540. It is understood that the bus system 540 is used to implement communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, in… Figure 2 The general labeled all buses as Bus System 540.

[0050] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0051] User interface 530 includes one or more output devices 531 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0052] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices physically located away from the processor 510.

[0053] The memory 550 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in this application embodiment is intended to include any suitable type of memory.

[0054] In some embodiments, memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0055] Operating system 551 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, and driver layer, for implementing various basic business functions and handling hardware-based tasks.

[0056] The network communication module 552 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including Bluetooth, WiFi, and Universal Serial Bus (USB).

[0057] Presentation module 553 enables the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 associated with user interface 530 (e.g., a display screen, a speaker, etc.).

[0058] The input processing module 554 is used to detect one or more user inputs or interactions from one or more input devices 532, and to translate the detected inputs or interactions.

[0059] In some embodiments, the virtual chessboard processing device for auto chess provided in this application can be implemented in software. Figure 2 A processing device 555 for a virtual chessboard in Auto Chess, stored in memory 550, is shown. This device can be software in the form of programs and plug-ins, and includes the following software modules: a display module 5551, a pre-planning module 5552, and a determination module 5553. These modules are logically linked and can therefore be arbitrarily combined or further separated according to their implemented functions. The functions of each module will be described below.

[0060] In some embodiments, the terminal or server can implement the virtual chessboard processing method in the auto chess provided in this application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), i.e., a local client, i.e., a program that needs to be installed in the operating system to run, such as an instant messaging APP or a web browser APP; it can also be a mini-program, i.e., a program that only needs to be downloaded into the browser environment to run; or it can be a mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of client, module, or plugin.

[0061] Below, based on the electronic device and system provided in the embodiments of this application, the method for processing the virtual chessboard in auto chess provided in the embodiments of this application will be described.

[0062] See Figure 3 , Figure 3 This is a first flowchart illustrating the virtual chessboard processing method provided in this application embodiment. In practical applications, this method can be implemented by the terminal or the server alone, or by the terminal and the server working together. The following example uses a terminal implementation and will be combined with... Figure 3 The steps shown illustrate the method for processing the virtual chessboard in Auto Chess provided in the embodiments of this application.

[0063] In step 101, when the target game of the auto chess is in the combat phase, the first virtual chessboard and pre-planning controls of the auto chess are displayed, and the lineup of virtual chess pieces participating in the combat in the current round of the target game is displayed on the first virtual chessboard.

[0064] In practical applications, the terminal is equipped with an auto chess game application. This game is a multiplayer online turn-based competitive program that can run on various terminal devices such as mobile phones, tablets, and computers. The corresponding program type can be any of the following: two-dimensional chess and card game program, three-dimensional strategy game program, or online multiplayer competitive program.

[0065] It should be noted that a round is the basic time unit for the cyclical progression of the target game. A single round completely includes the corresponding preparation phase and battle phase. The target game will first run the preparation phase in sequence to allow users to adjust the virtual chess piece lineup, and then flow to the battle phase to execute the automatic virtual chess piece battle logic. The target game will continuously generate multiple rounds in a loop until the game is decided. Each round corresponds to an independent set of adjustable and battleable virtual chess piece lineups.

[0066] It should be noted that Auto Chess is a type of turn-based multiplayer online strategy game. After players plan their lineup and arrange their pieces on the board, the pieces on the field (the battle area of ​​the virtual chessboard) automatically engage in combat. The game cycle is divided into fixed periods such as the preparation phase, the battle phase, and the draft phase. During the preparation phase, players can spend in-game gold to refresh the piece shop, buy or sell pieces, synthesize equipment, and adjust piece positions. Collecting identical pieces can synthesize higher-star units, and deployed pieces can also trigger synergy bonuses. In each round of the battle phase, players can only watch the pieces of both sides automatically engage in combat and cannot directly control the pieces on the field. The goal of the game is for multiple players to fight against each other and for the last player remaining to win.

[0067] In some embodiments, in response to the trigger operation of starting a game, the terminal loads and generates the corresponding auto chess game interface. The game interface switches the corresponding interface rendering logic according to the current round stage. When the target game flow is identified to the combat stage, the terminal executes the corresponding interface rendering logic, renders and displays the first virtual chessboard in the auto chess game interface, loads and displays the pre-planned controls simultaneously, and renders and outputs the lineup of virtual chess pieces participating in the combat in the current round within the first virtual chessboard.

[0068] It should be noted that the target game will cycle through the battle phase and the preparation phase. During the game, the first virtual chessboard of the auto chess will be continuously displayed. The first virtual chessboard displays the lineup of virtual chess pieces participating in the battle in the current round. Under the normal mechanism, the arrangement of virtual chess pieces for the next round can only be adjusted in the preparation phase. In the battle phase, only the battle screen is displayed and it is not possible to plan the subsequent lineup in advance.

[0069] It should be noted that a target match can be a complete game involving multiple users. The entire lifecycle of a target match, from start to finish, includes multiple rounds that proceed sequentially in chronological order. Each round is further divided into a preparation phase and a battle phase. Target matches support multiple users in the same virtual room, using their own independent virtual chess piece lineups to engage in automatic two-on-two battles. As the rounds progress, the target match continuously eliminates users whose life points reach zero until the preset end conditions are met.

[0070] The virtual chess piece lineup participating in the battle in the current round is the set of all virtual chess pieces placed in the first virtual chessboard battle area and automatically executing the battle logic in the current round battle phase. The virtual chess piece lineup participating in the battle in the current round is composed of all the virtual chess pieces (virtual chess pieces placed in the battle area) controlled by the current object. All virtual chess pieces in the virtual chess piece lineup participating in the battle in the current round belong to the same target faction.

[0071] The combat phase is the period during each round of the target game when the player's virtual pieces (virtual piece lineup) automatically engage in combat with the opponent's virtual pieces. While the target game is in the combat phase, the virtual piece lineups participating in the current round on the first virtual board are in automatic combat mode. Users cannot directly perform any strategic operations such as adjusting the positions, deploying, or removing virtual pieces from the combat phase on the first virtual board. After the combat phase ends, the target game automatically switches to the preparation phase for the next round.

[0072] It should be noted that a virtual chess piece lineup is a set of arrangements formed by combining several virtual chess pieces. The virtual chess piece lineup fully records the position of each virtual chess piece on the virtual chessboard, the virtual equipment currently carried by the virtual chess piece, the attribute information of the virtual chess piece, the type and star level of the virtual chess piece, and the synergy information triggered by the combination of various virtual chess pieces. The virtual chess piece lineup can completely restore the arrangement and item configuration of all virtual chess pieces in the game. Virtual chess piece lineups generated at different times can be independently stored, retrieved, and rendered and displayed on the first virtual chessboard or the second virtual chessboard.

[0073] In step 102, in response to a trigger operation on a pre-planned control, a second virtual chessboard for the auto chess is displayed.

[0074] The second virtual chessboard is used to pre-plan the virtual piece lineup for the next round in the target game during the combat phase. The next round is the time sequence unit immediately following the current round in the target game's timeline.

[0075] Among them, the triggering operation refers to the behavior of the user to trigger a certain function or event by interacting with the display interface of the terminal. The triggering operation can include one or more of the following: single click operation, double click operation, long press operation, drag operation, swipe operation, hover operation, shortcut key, voice control, and gesture operation. The triggering operations provided in the embodiments of this application can be referred to the above description, and will not be repeated hereafter.

[0076] It should be noted that the second virtual chessboard corresponds one-to-one with the first virtual chessboard in terms of grid arrangement and area division. The first virtual chessboard is divided into a battle area and a preparation area, and the second virtual chessboard is also divided into a battle area and a preparation area. The coordinates, number of grids, and area size of each area of ​​the second virtual chessboard are completely matched with the corresponding area of ​​the first virtual chessboard. The second virtual chessboard is only used to pre-plan the virtual chess piece lineup for the next round and will not change the current round's battle data displayed on the first virtual chessboard.

[0077] As an example, see Figure 4 , Figure 4 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 1 When the target game of the auto chess is in the combat phase, the first virtual chessboard indicated by 401 and the pre-planning control 402 are displayed. In response to the triggering operation of the pre-planning control 402, the second virtual chessboard indicated by 403 is displayed.

[0078] In some embodiments, in response to a trigger operation on a pre-planned control, displaying a second virtual chessboard for Auto Chess can be achieved by: in response to a trigger operation on a pre-planned control, performing one of the following: overlaying a second virtual chessboard for Auto Chess onto a first virtual chessboard, wherein the battle area of ​​the second virtual chessboard is displayed with a preset transparency; displaying a floating window in which the second virtual chessboard for Auto Chess is displayed; or displaying the second virtual chessboard for Auto Chess in a split-screen format.

[0079] The overlay of a second virtual chessboard onto the first virtual chessboard involves displaying the battle area of ​​the second virtual chessboard as a pre-defined transparent visual layer directly above the first virtual chessboard, while maintaining the continuous playback of the battle scene on the first virtual chessboard. The transparency of the preparation area of ​​the second virtual chessboard can be set to a preset transparency, another transparency level, or no transparency at all. By using preset transparency, the user's line of sight can continue to observe the combat actions and skill effects of the virtual chess pieces participating in the current round of battle on the underlying first virtual chessboard while performing pre-planned actions on the second virtual chessboard.

[0080] It's important to note that the first virtual chessboard serves as the base layer for displaying pieces and the battle screen during a regular game. The second virtual chessboard is a shadow chessboard layer overlaid on the battle screen for pre-planned actions. The transparency of the first virtual chessboard differs from the preset transparency of the battle area on the second virtual chessboard; the preset transparency of the battle area on the second virtual chessboard is greater than that of the first virtual chessboard. This visually achieves a layered effect, clearly displaying the base game screen while the background battle animation is softly faded for differentiation. For example, if the transparency of the first virtual chessboard displaying the battle screen in a regular game is set to completely opaque (0), and the preset transparency of the battle area on the second virtual chessboard used for pre-planning is set to 0.6, since the transparency value of the second virtual chessboard's battle area (0.6) is greater than that of the first virtual chessboard (0), when the player performs pre-planned actions on the second virtual chessboard, the underlying battle screen will be softly faded, clearly distinguishing the action layer from the background battle screen.

[0081] Displaying the second virtual chessboard in the floating window specifically involves scaling down the interface content of the second virtual chessboard proportionally to the size of the floating window, and presenting the scaled-down second virtual chessboard within the display boundaries of the floating window. This provides users with an independent visual space for pre-planning operations without completely obscuring the core battle area of ​​the first virtual chessboard.

[0082] In practice, the floating window is displayed in the first position. Responding to dragging operations on the floating window, the process of dragging it is displayed. When the floating window is released after being dragged to the second position, it is displayed in the second position. The first virtual chessboard is displayed in the game interface, while the floating window is an independent interactive visual area displayed in the auto chess game interface, smaller than the overall size of the game interface. The floating window supports dragging, resizing, and temporary minimization.

[0083] Split-screen display of the second virtual chessboard specifically refers to dividing the game interface of the terminal's display screen into two non-overlapping visual blocks: a first display area and a second display area. When displaying the second virtual chessboard in split-screen mode, the first virtual chessboard and the lineup of virtual pieces participating in the current round of combat are displayed in the first display area, while the second virtual chessboard is displayed independently in the second display area. The area division ratio between the first and second display areas can be equal vertically, equally horizontally, or a primary division where the first display area is larger than the second display area. Split-screen display of the second virtual chessboard ensures complete visual isolation between the first and second virtual chessboards, preventing visual occlusion or interactive interference between interface elements in the first and second virtual chessboards.

[0084] As an example, see Figure 5 , Figure 5 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 2 Taking a floating window as an example, in response to a trigger operation on a pre-planned control 501, a floating window 502 is displayed, in which a second virtual chessboard is displayed.

[0085] In this way, by providing different display modes such as overlay semi-transparent display, floating window display, or split-screen display when responding to pre-planned controls, the interface display space can be flexibly allocated between the first and second virtual chessboards, avoiding the presentation of the pre-planned interface from completely obscuring the battle screen of the current round. Compared with a single, fixed interface display mode, this diversified interface format can adapt to different screen sizes and terminal display environments, reducing the user's perspective switching cost between viewing real-time battles and executing pre-planned lineups, thereby significantly improving the readability of interface information and the convenience of interface interaction.

[0086] In some embodiments, displaying a second virtual chessboard overlaid on a first virtual chessboard can be achieved by: increasing the viewing angle of the auto chess game and performing at least one of the following on the first virtual chessboard: decreasing the display brightness of the first virtual chessboard, or overlaying a blur effect on the first virtual chessboard; and displaying the second virtual chessboard overlaid on the first virtual chessboard based on the adjusted viewing angle.

[0087] It should be noted that raising the viewpoint height of the auto chess game refers to adjusting the spatial position of the observation point corresponding to the auto chess game, moving the observation point upwards, expanding the visible field of view, and thus leaving sufficient interface space for overlaying and displaying the second virtual chessboard.

[0088] Lowering the display brightness of the first virtual chessboard can be achieved by overlaying a semi-transparent darkening mask with a preset grayscale or color value on top of the first virtual chessboard's display layer, or by directly reducing the ambient light intensity parameters and the self-illumination intensity parameters of the various model materials within the first virtual chessboard. Lowering the display brightness of the first virtual chessboard degrades the visual focus of the first virtual chessboard and its ongoing battle animation from the visual center to a dark background layer, thereby reducing the attraction of the first virtual chessboard's highlights to the user's eye and highlighting the visual hierarchy of the upcoming second virtual chessboard.

[0089] Overlaying a blur effect on the first virtual chessboard can specifically involve applying a Gaussian blur filter, radial blur filter, or depth-of-field blur to the rendered image of the first virtual chessboard. This overlay blur effect smooths the outlines of the virtual pieces participating in the current round of combat, as well as the grid lines of the first virtual chessboard, making the boundaries less sharp. From a visual physics and optics perspective, overlaying a blur effect on the first virtual chessboard simulates the background defocusing phenomenon that occurs when the human eye focuses on a nearby second virtual chessboard, further reducing the visual interference of complex combat skill effects on pre-planned operations.

[0090] It should be noted that, based on the adjusted perspective, displaying the second virtual chessboard overlaid on the first virtual chessboard means that, relying on the observation perspective after raising the field of view, the second virtual chessboard is laid as an independent layer on top of the first virtual chessboard, and the transparency of the battle area of ​​the second virtual chessboard is controlled by preset transparency parameters to complete the overlapping display of the two chessboards.

[0091] In actual implementation, the elevation range corresponding to raising the auto chess's viewing angle, the display brightness after lowering the first virtual chessboard, and the blur intensity corresponding to the overlay blur display effect of the first virtual chessboard are all fixed parameters that have been pre-set. When the corresponding process is triggered, the program directly calls the preset parameters to perform screen adjustments without the need to calculate and generate adjustment values ​​in real time.

[0092] For example, the original view height value of Auto Chess is 100 units, and the preset adjusted view height value is 160 units; the original brightness value of the first virtual chessboard is 100%, and the preset adjusted brightness value is 60%; the blur effect uses Gaussian blur, and the preset blur radius value is 6 pixels. The program adjusts the image according to the above preset values, and then overlays and renders the second virtual chessboard.

[0093] In this way, by raising the viewing angle of the auto chess game in front of the overlaid second virtual chessboard, and lowering the brightness or blurring the first virtual chessboard, the visual hierarchy difference between the foreground pre-planning layer and the background battle layer is created. This increased viewing angle and the darkening and blurring of the background reduce the interference of the complex battle animation of the current round on the viewpoint, while expanding the field of view of the game interface. This allows users to more clearly and focus on completing the lineup pre-planning operation in the semi-transparent foreground second virtual chessboard while maintaining awareness of the underlying battle progress. This significantly improves the readability of information and the accuracy of operation when multiple layers are overlaid.

[0094] In some embodiments, after the second virtual chessboard is overlaid, a transparency setting control is displayed; in response to a transparency setting operation triggered by the transparency setting control, the transparency indicated by the transparency setting operation is determined as the target transparency; and the transparency of the battle area of ​​the second virtual chessboard is adjusted from the preset transparency to the target transparency.

[0095] The transparency setting control can be any of the following: a slider control, a plus / minus button control, a numeric input box control, or a drop-down menu control. The transparency setting control is typically displayed floating on the edge of the second virtual chessboard or fixed in a corner of the game interaction interface to avoid visually obscuring the pre-planned operation area within the second virtual chessboard or the core combat screen of the underlying first virtual chessboard. A real-time changing numerical label can also be displayed near the transparency setting control, visually indicating the currently active transparency parameter ratio.

[0096] In practice, transparency setting operations triggered by transparency setting controls can specifically include drag-and-slide operations along the track of a slider control, single-click or long-press continuous trigger operations for plus and minus button controls, or direct numeric character input operations in numeric input box controls. Transparency setting operations can be interactive actions with continuous input characteristics; as the transparency setting operation continues to be input, the transparency parameter indicated by the operation will exhibit a linear gradient or step-like continuous change in real time.

[0097] Understandably, the target transparency is the parameter value specified and ultimately confirmed through the transparency setting operation, used to re-render the semi-transparent visual appearance of the second virtual chessboard. The valid range of the target transparency value is usually limited to a preset closed interval greater than completely transparent and less than completely opaque, such as a value range of 10% to 90%.

[0098] Thus, by providing transparency setting controls and allowing the second virtual chessboard to be adjusted to the target transparency in response to setting operations, users are given the interactive permission to independently adjust the visual overlay effect of the two-layer chessboard. Compared with a single style with fixed transparency, this dynamic transparency adjustment mechanism eliminates the visual interference problems that may occur under different screen materials or complex combat effects backgrounds, allowing users to accurately balance the visual weight of foreground pre-planning information and background combat progress according to personal preferences and ambient light, significantly improving the readability of the multi-layer interface and the comfort of personalized interaction.

[0099] In step 103, in response to the pre-planning operation performed in the second virtual chessboard, the pre-planned first virtual chess piece lineup is displayed in the second virtual chessboard.

[0100] Among them, pre-planning operations are various adjustment and interaction commands that players input within the second virtual chessboard. Pre-planning operations include position adjustment operations, equipment adjustment operations, virtual chess piece purchase operations, virtual equipment synthesis operations, etc. All pre-planning operations are used to plan the virtual chess piece lineup for the next round.

[0101] The pre-planned first virtual chess piece lineup is the complete set of virtual chess pieces formed after the player completes all pre-planning operations in the second virtual chessboard. The pre-planned first virtual chess piece lineup records the placement position and virtual equipment of all virtual chess pieces in the combat area of ​​the second virtual chessboard. The pre-planned first virtual chess piece lineup serves as a candidate virtual chess piece lineup for the next round. After receiving a confirmation operation for the first virtual chess piece lineup, it is determined as the pre-planned virtual chess piece lineup for the next round.

[0102] It should be noted that the pre-planned operation performed in the second virtual chessboard specifically refers to the adjustment command that occurs within the second virtual chessboard layer. The pre-planned operation performed in the second virtual chessboard will not affect the virtual chess piece lineup participating in the battle in the current round displayed on the first virtual chessboard, but only modifies the temporary chess piece data cached locally on the second virtual chessboard.

[0103] In some embodiments, the first virtual chessboard displays at least one virtual piece belonging to a target faction, where the target faction is the faction to which the virtual piece lineup participating in the battle in the current round belongs. After the second virtual chessboard is displayed, virtual pieces are displayed at their corresponding positions on the second virtual chessboard and the first virtual chessboard. Accordingly, the second virtual chessboard includes a battle area and a preparation area. The preparation area is used to store virtual pieces for selection to form the virtual piece lineup for the next round. In response to a pre-planning operation performed on the second virtual chessboard, the pre-planned first virtual piece lineup is displayed on the second virtual chessboard. This can be achieved by: in response to a pre-planning operation performed on virtual pieces on the second virtual chessboard, the pre-planned virtual pieces are displayed on the second virtual chessboard, and the pre-planned virtual pieces displayed in the battle area of ​​the second virtual chessboard are determined as the first virtual piece lineup.

[0104] In this game, "faction" is an identifier used to distinguish different combatants. Each virtual piece is bound to a corresponding faction identifier, and virtual pieces belonging to different factions are hostile. The target faction is the faction directly controlled or assigned to the current player's side in the target match. Corresponding to the target faction, the virtual piece lineup participating in the current round also includes virtual pieces belonging to the opposing faction (belonging to different factions). When displaying the target faction's virtual pieces on the first virtual board, they can be visually distinguished from the opposing faction's virtual pieces through specific background glow colors, health bar display positions, or faction identifiers.

[0105] It should be noted that displaying virtual chess pieces at the corresponding positions on the second virtual chessboard and the first virtual chessboard means reading the coordinates and equipment status data of all virtual chess pieces belonging to the target faction in the first virtual chessboard, and rendering the corresponding virtual chess pieces at the same relative coordinate points on the second virtual chessboard based on the one-to-one correspondence between the areas of the first and second virtual chessboards, so that the initial layout of the second virtual chessboard is consistent with that of the first virtual chessboard.

[0106] The battle area of ​​the second virtual chessboard is used to store virtual pieces that form the pre-planned lineup of virtual pieces for the next round. It is a designated area within the second virtual chessboard for placing virtual pieces that participate in the battle. The grid layout and spatial range of the battle area of ​​the second virtual chessboard are matched with the battle area of ​​the first virtual chessboard.

[0107] As an example, see Figure 6 , Figure 6 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 3In the first virtual chessboard indicated by 601, virtual chess pieces 602, 603, and 604 are displayed. After the second virtual chessboard is displayed, virtual chess pieces 602, 603, and 604 are displayed in the corresponding positions. At this time, the area indicated by the dotted box 605 is the battle area.

[0108] In this way, by synchronously inheriting and rendering the virtual pieces of the target faction in the corresponding positions when displaying the second virtual chessboard, an initial context highly consistent with the real-time battlefield is provided for pre-planning operations. At the same time, combined with the independent spatial division of the battle area, the virtual pieces in the pre-planning state and located in the battle area are automatically aggregated and extracted as the target lineup for the next round, eliminating the tedious process of manually rearranging them one by one or repeatedly confirming them across areas. This allows users to quickly complete the lineup conception and deployment confirmation under continuous visual intuition, significantly improving the interactive efficiency and arrangement accuracy of lineup pre-planning in the battle phase.

[0109] In some embodiments, displaying virtual chess pieces at corresponding positions on the second virtual chessboard and the first virtual chessboard can be achieved by the following method: displaying each virtual chess piece at the corresponding position on the second virtual chessboard and the first virtual chessboard using a first display style; when a pre-planning operation is received for the first virtual chess piece, switching the display style of the first virtual chess piece from the first display style to the second display style.

[0110] Here, the first display style can be the default basic visual appearance of the virtual chess piece when it is in an unplanned state. The first display style is used to indicate that the virtual chess piece has not yet undergone any pre-planning operation. The second display style is the interface appearance used to visually represent that the virtual chess piece has undergone a pre-planning operation. The second display style is used to indicate that the virtual chess piece has undergone a pre-planning operation. The first display style and the second display style can be differentiated by adding any one or more combinations of indicators, border colors, transparency, icon background colors, outer glow effects, and outline lines. The first display style and the second display style only take effect when rendering the second virtual chessboard.

[0111] The pre-planned operation for the first virtual piece is an adjustment interaction behavior with any virtual piece as the operation object, including operations such as moving the virtual piece's position, adjusting the equipment carried by the virtual piece, and changing the area where the virtual piece is located.

[0112] As an example, see Figure 7 , Figure 7 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 4 The virtual piece indicated by 701 is a virtual piece displayed using the first display style, and the virtual piece indicated by 702 is a virtual piece displayed using the second display style.

[0113] In this way, by initially displaying each virtual piece in the first display style, and then switching the appearance of the first virtual piece that interacted with it to the second display style in real time after receiving the pre-planned operation, it is possible to clearly distinguish between planned and unplanned arrangement objects. This allows users to accurately locate the operation progress without relying on mental memory during complex lineup adjustment processes, effectively avoiding missed adjustments or repeated dragging, thereby significantly improving the visualization of the interface status and the accuracy of operation.

[0114] In some embodiments, after the display style of the first virtual chess piece is switched from the first display style to the second display style, in response to a trigger operation on the first virtual chess piece displayed in the second display style, at least one of the following is displayed: the initial position information of the first virtual chess piece and the initial equipment information of the first virtual chess piece; wherein, the initial position information is the position information before the corresponding pre-planning operation is performed on the first virtual chess piece; and the initial equipment information is the equipment information before the corresponding pre-planning operation is performed on the first virtual chess piece.

[0115] Here, the initial position information refers to the grid coordinates of the first virtual piece within the second virtual chessboard before the first virtual piece performs its pre-planning operation. This information records the original placement of the virtual piece before pre-planning. The initial position information can be presented in various visualization formats. For example, a semi-transparent phantom model of the first virtual piece can be displayed at the initial grid position on the second virtual chessboard; a texture of a specific color can be displayed as a marker on the base of the initial grid; or a dashed arrow can be generated to connect the current grid of the first virtual piece with the initial grid, visually demonstrating the trajectory of positional changes generated by pre-planning.

[0116] Initial equipment information is used to show users the equipment status of the first virtual piece before undergoing pre-planned operations such as equipment replacement, equipment removal, or equipment synthesis. Initial equipment information can be displayed in the following forms: the virtual equipment icon before pre-planning; or the equipment name of the virtual equipment before pre-planning. In addition, it can also compare and display the current equipment with the initial equipment.

[0117] In practice, when displaying both initial position information and initial equipment information simultaneously, a spatially bound visual presentation method can be used in the second virtual chessboard. Specifically, the virtual equipment icon or name corresponding to the initial equipment information can be simultaneously displayed floating in the associated area of ​​the semi-transparent phantom model indicated by the initial position information.

[0118] As an example, see Figure 8 , Figure 8 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 5When a pre-planning operation is received for the first virtual piece 801, the display style of the first virtual piece 801 is switched from the first display style to the second display style. Figure 8 See Figure 9 , Figure 9 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 6 In response to a trigger operation on the first virtual chess piece 801 displayed in the second display style, the initial position information and initial equipment information 902 indicated by 901 are displayed.

[0119] In this way, by responding to the trigger operation of virtual chess pieces using the second display style, the initial position information or initial equipment information of the triggering object before the execution of the pre-planned operation is presented on the interface as needed, thus constructing a convenient state traceability mechanism. This effectively avoids users forgetting the original tactical layout due to frequent changes in arrangement during complex lineup adjustments, allowing users to intuitively compare the strategy differences before and after pre-planning in the same view without performing any actual undo actions. This significantly reduces the mental memory burden and significantly improves the lineup verification efficiency and the fault tolerance of the interface interaction.

[0120] In some embodiments, a first undo control and a first reset control are displayed at the associated position of the first virtual chess piece displayed in the second display style; wherein, the first undo control is used to undo the pre-planned operation previously performed on the first virtual chess piece; and the first reset control is used to reset the pre-planned operation performed on the first virtual chess piece.

[0121] Here, the associated position is the display area centered on the rendering area of ​​the first virtual chess piece, with a spatial distance less than a preset distance threshold. The associated position is adjacent to the first virtual chess piece, thereby establishing a clear subordinate correspondence between the control and the corresponding virtual chess piece.

[0122] In actual implementation, in response to a trigger operation on the first undo control, the previously executed pre-planning operation on the first virtual piece is undone, and the state of the first virtual piece on the second virtual chessboard is restored to the state before the last executed pre-planning operation. If all pre-planning operations on the first virtual piece have been undone, the display style of the first virtual piece is restored from the second display style to the first display style. In response to a trigger operation on the first reset control, all pre-planning operations on the first virtual piece are cleared; the state of the first virtual piece on the second virtual chessboard is restored to the initial state, and the first undo control and the first reset control are hidden; wherein, the initial state is the state before the first pre-planning operation on the first virtual piece is executed; the display style of the first virtual piece is restored from the second display style to the first display style.

[0123] As an example, see Figure 10 , Figure 10 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 7 At the associated position of the first virtual chess piece 1001 displayed using the second display style, the first undo control 1002 and the first reset control 1003 are displayed.

[0124] In this way, by directly displaying the first undo control and the first reset control near the first virtual piece where the style switch occurs, a local fine-grained error correction mechanism for individual objects is constructed. This effectively isolates the operation records between different pieces, avoids global rollback commands from accidentally damaging other already arranged formations, and allows users to quickly correct a single misoperation of the current piece or clear all its adjustment states with one click without having to shift their gaze significantly. This greatly reduces the trial and error cost when arranging pieces in complex formations and improves the interactive efficiency and fault tolerance of local interface adjustments.

[0125] In some embodiments, the pre-planning operation includes a position adjustment operation for adjusting the position of a virtual chess piece on a second virtual chessboard and an equipment adjustment operation for adjusting the virtual equipment carried by the virtual chess piece. Accordingly, in response to the pre-planning operation performed on the virtual chess piece on the second virtual chessboard, the pre-planned virtual chess piece is displayed on the second virtual chessboard, which can be achieved by: when a position adjustment operation is received for a virtual chess piece, displaying the adjusted virtual chess piece at the target position on the second virtual chessboard, where the target position is the position indicated by the position adjustment operation; and when an equipment adjustment operation is received for a virtual chess piece, adjusting the virtual equipment carried by the virtual chess piece and displaying the adjusted virtual chess piece on the second virtual chessboard.

[0126] It should be noted that the second virtual chessboard includes a preparation area and a battle area. The position adjustment operations include at least one of the following: moving a virtual piece from a first grid within the battle area of ​​the second virtual chessboard to a second grid within the battle area of ​​the second virtual chessboard; moving a virtual piece from the battle area of ​​the second virtual chessboard to the preparation area of ​​the second virtual chessboard; moving a virtual piece from the preparation area of ​​the second virtual chessboard to the battle area of ​​the second virtual chessboard; moving a virtual piece from a first grid within the preparation area of ​​the second virtual chessboard to a second grid within the preparation area of ​​the second virtual chessboard. After all position adjustment operations are completed, only the virtual pieces remaining in the battle area of ​​the second virtual chessboard are included in the first virtual chess piece lineup; virtual pieces placed in the preparation area do not participate in forming the first virtual chess piece lineup.

[0127] It should be noted that the equipment adjustment operation includes at least one of the following: adding virtual equipment to the virtual chess piece; removing at least one virtual equipment currently carried by the virtual chess piece; replacing the third virtual equipment currently carried by the virtual chess piece with a fourth virtual equipment; adjusting the assembly order among multiple virtual equipment carried by the virtual chess piece. The virtual equipment currently carried by the virtual chess piece can be displayed with corresponding equipment icons in the associated area of ​​the virtual chess piece, intuitively showing the equipment configuration of the virtual chess piece, making it easy for users to quickly view the equipment adjustment results.

[0128] As an example, see Figure 11 , Figure 11 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 8 Virtual piece 1101 is moved from the battle area of ​​the second virtual chessboard to the preparation area of ​​the second virtual chessboard. At this time, virtual piece 1102 forms the first virtual piece lineup.

[0129] In this way, by simultaneously supporting position movement and equipment replacement in the second virtual chessboard, and presenting the adjusted positions and equipment status in real time, users can complete the formation optimization and resource allocation for the next round in a one-stop interaction, thereby greatly reducing the mental burden caused by complicated operations and significantly improving the comprehensiveness of strategy customization and the efficiency of troop deployment in complex games.

[0130] In some embodiments, the second virtual chessboard displays at least one virtual piece of equipment to be assigned. When an equipment adjustment operation is received for a virtual piece, the virtual equipment carried by the virtual piece is adjusted, and the adjusted virtual piece is displayed on the second virtual chessboard. This can be achieved in the following way: in response to a movement operation for the first virtual piece among the at least one virtual piece of equipment to be assigned, the first virtual piece is controlled to move towards the second virtual piece; when the first virtual piece is released after moving to the second virtual piece, if the second virtual piece carries the second virtual piece of equipment, and the first and second virtual pieces of equipment meet a preset combination condition, the first and second virtual pieces of equipment are combined; and the second virtual piece carrying the combined virtual piece of equipment is displayed on the second virtual chessboard.

[0131] Here, the virtual equipment to be assigned is located within the second virtual chessboard and is not carried by any virtual piece. It can be dragged and dropped to be assigned to virtual pieces. The first virtual equipment is the target virtual equipment selected in this move operation from among the virtual equipment to be assigned.

[0132] Understandably, the movement of the first virtual equipment can be performed via a long press and drag gesture on the touchscreen, or via a mouse peripheral to select and drag with the left mouse button. During the dynamic process of moving the first virtual equipment towards the second virtual chess piece, a visual effect can be displayed where the icon of the first virtual equipment moves in real-time following the touch point. When the first virtual equipment is dragged and approaches the second virtual chess piece within a certain pixel radius, the character model of the second virtual chess piece or the grid under its feet can be highlighted to indicate the target of the movement operation.

[0133] It should be noted that the preset synthesis conditions are predefined equipment matching rules used to determine whether the first virtual equipment and the second virtual equipment can be synthesized. The preset synthesis conditions may include at least one of the following: the first virtual equipment and the second virtual equipment belong to the same equipment category and meet the quality advancement rules based on the quantity of similar equipment; the first virtual equipment and the second virtual equipment are of the same level; the first virtual equipment and the second virtual equipment have a specified synthesis tag; the first virtual equipment and the second virtual equipment are a set of equipment components.

[0134] For example, in the second virtual chessboard, there are two basic virtual longswords of the same type that are waiting to be assigned as virtual equipment. The second virtual chess piece is currently carrying one basic virtual longsword. Drag the other basic virtual longsword to the position of the second virtual chess piece and release it. The two basic virtual longswords meet the preset synthesis conditions of the same equipment type and the same level. The two basic virtual longswords are synthesized to generate a high-quality virtual longsword. The second virtual chess piece then carries the high-quality virtual longsword and the screen of the second virtual chessboard is updated and displayed.

[0135] In this way, by supporting the direct dragging and dropping of equipment to be assigned to a piece that already carries equipment to trigger automatic synthesis and display, the equipment allocation and advancement logic are deeply integrated into a single drag-and-drop interaction. This allows users to smoothly complete the deep enhancement of individual combat power with the shortest operation chain within a limited pre-planned time, significantly improving the continuity of resource allocation and the interaction efficiency of the interface.

[0136] In some embodiments, after displaying each virtual piece at the corresponding position on the second virtual chessboard and the first virtual chessboard, in response to a purchase operation for the third virtual piece, the third virtual piece is displayed on the second virtual chessboard; correspondingly, in response to a pre-planning operation performed on the virtual pieces on the second virtual chessboard, the pre-planned virtual pieces are displayed on the second virtual chessboard, which can be achieved by displaying the pre-planned virtual pieces on the second virtual chessboard in response to pre-planning operations performed on both the virtual pieces and the third virtual piece.

[0137] In actual implementation, a purchase control is displayed. In response to a trigger operation on the purchase control, at least one virtual piece is displayed for purchase. This at least one virtual piece includes a third virtual piece. In response to a selection operation on the third virtual piece, the third virtual piece is purchased and displayed on the second virtual chessboard. When the third virtual piece is first displayed on the second virtual chessboard, it is in the preparation area by default and can be moved to the combat area via a position adjustment operation.

[0138] As an example, see Figure 12 , Figure 12 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 9 In response to a trigger operation on the purchase control 1201, virtual chess pieces 1202 and 1203 are displayed for purchase, wherein virtual chess piece 1202 is the third virtual chess piece. In response to a selection operation on virtual chess piece 1202, virtual chess piece 1202 is purchased and displayed on the second virtual chessboard.

[0139] In this way, by responding to purchase operations in real time in the second virtual chessboard and directly displaying the newly purchased third virtual chess piece, it supports its joint arrangement with the original lineup, breaking the interface disconnect between resource purchase and troop deployment; this seamless interaction mechanism allows users to integrate the newly added combat power into the tactical planning of the next round in the same isolated window, effectively avoiding the time consumption and strategy memory interruption caused by cross-interface switching, and greatly improving the efficiency of game resource conversion and the continuity of lineup iteration.

[0140] In some embodiments, after displaying the second virtual chessboard, a second undo control is displayed; after displaying the pre-planned first virtual chess piece lineup in the second virtual chessboard, in response to a target pre-planning operation for the first virtual chess piece lineup, a pre-planned second virtual chess piece lineup is displayed in the second virtual chessboard; in response to a triggering operation of the second undo control, the target pre-planning operation is undone, and the second virtual chess piece lineup displayed in the second virtual chessboard is switched to display the first virtual chess piece lineup.

[0141] It should be noted that the second undo control is a global interactive control placed on the second virtual chessboard interface, independent of the controls at the associated positions of each virtual piece. The second undo control is used to undo the most recent complete target pre-planning operation, triggering a rollback of the overall lineup state for only one round. For example, if the user performs multiple lineup adjustment operations sequentially on the second virtual chessboard: first, dragging and moving the melee virtual piece to the front grid, then equipping the ranged virtual piece with attack gear, the overall arrangement on the second virtual chessboard after these two preliminary operations is the first virtual piece lineup; then, the user performs a final target pre-planning operation, dragging the auxiliary virtual piece to the lower right corner grid. At this point, the game interface refreshes, updating to display the second virtual piece lineup that incorporates the results of all operations. When a click trigger operation is received for the second undo control, only the last drag-and-drop operation on the auxiliary virtual piece will be undoed. The 3D model of the auxiliary virtual piece will be smoothly returned to the initial grid position before the drag. The position adjustment status of the melee virtual piece and the equipment status of the ranged virtual piece that have been completed in the previous stage will remain unchanged. Thus, the second virtual piece lineup will be accurately rolled back and displayed as the first virtual piece lineup in the visual interaction interface.

[0142] As an example, see Figure 13 , Figure 13 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 10 When the target pre-planning operation is to move the virtual chess piece 1304 from the position indicated by 1301 to the position indicated by 1302, in response to the triggering operation of the second undo control 1303, the virtual chess piece 1304 is moved from the position indicated by 1302 back to the position indicated by 1301 to complete the undo target pre-planning operation.

[0143] In this way, by setting a second undo control globally in the interface, a step-by-step rollback mechanism is built for the continuous formation arrangement process. This allows users to accurately undo the last arrangement action and seamlessly restore to the previous stable formation state without relying on mental memory to manually restore the positions of the pieces when trying new formation combinations or accidentally dragging. This effectively reduces the trial and error cost in complex tactical exercises and greatly improves the interface fault tolerance and overall operation smoothness of global formation arrangement.

[0144] In some embodiments, after displaying the second virtual chessboard, a second reset control is displayed; in response to a pre-planning operation performed in the second virtual chessboard, after displaying the pre-planned first virtual chess piece lineup in the second virtual chessboard, in response to a triggering operation on the second reset control, all pre-planning operations performed in the second virtual chessboard are reset.

[0145] Here, the second reset control can clear all pre-planned operations generated in the second virtual chessboard at once, restoring all virtual pieces to their initial state before the pre-planned operation began.

[0146] It is understandable that resetting all pre-planned operations performed in the second virtual chessboard means canceling all changes caused by pre-planned operations such as position adjustment operations and equipment adjustment operations in the second virtual chessboard, restoring the position and equipment of all virtual pieces to their initial state when they were first displayed.

[0147] For example, after entering the second virtual chessboard, the user first drags virtual piece A from the preparation area to the front grid of the combat area. Then, the user equips virtual piece B with new virtual gear in the combat area. Finally, the user swaps the positions of virtual pieces C and D. When the user realizes that this series of complex operations has caused chaos in the overall tactical layout, they directly click to trigger the second reset control on the interface. At this point, all the aforementioned arrangement traces are cleared simultaneously. In the game interface, virtual piece A is instantly returned to the preparation area, virtual piece B automatically removes its gear and returns to the gear area, and virtual pieces C and D are simultaneously restored to their initial positions before the swap.

[0148] As an example, see Figure 14 , Figure 14 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 10 First, when the pre-planned operations performed in the second virtual chessboard include moving virtual piece 1401 from the position indicated by 1402 to the position indicated by 1403, and moving virtual piece 1404 from the position indicated by 1405 to the position indicated by 1406, in response to the triggering operation of the second reset control 1407, all pre-planned operations performed in the second virtual chessboard are reset.

[0149] Thus, by setting a second reset control in the global interface and supporting one-click clearing of all pre-planned records, an efficient global fallback error correction mechanism is constructed; it effectively avoids the dilemma of needing cumbersome single-step undo or manual restoration when the layout idea becomes chaotic, allowing users to instantly eliminate all adjustment traces and seamlessly restore to the initial formation state, greatly reducing the operation cost of starting over, and significantly improving the efficiency of troop deployment and the fault tolerance rate of interface interaction under complex deductions.

[0150] In step 104, in response to the determination operation for the first virtual chess piece lineup, the first virtual chess piece lineup is determined as the pre-planned virtual chess piece lineup for the next round, and the second virtual chessboard is de-displayed.

[0151] In actual implementation, a confirmation control is displayed on the second virtual chessboard. In response to the triggering operation of the confirmation control, the first virtual chess piece lineup is determined as the pre-planned virtual chess piece lineup for the next round.

[0152] In some embodiments, after determining the first virtual chess piece lineup as the pre-planned virtual chess piece lineup for the next round, a pre-planning identifier is displayed on the first virtual chessboard. The pre-planning identifier is used to identify the virtual chess piece lineup that has been pre-planned for the next round. In response to a triggering operation on the pre-planning identifier, a preview window is displayed, and the pre-planned first virtual chess piece lineup is displayed in the preview window.

[0153] In practice, pre-planned signs can be displayed in at least one of the following forms: icons, text labels, and floating badges. Multiple display forms can be used individually or in combination.

[0154] It's worth noting that the preview window displays the pre-planned first virtual chess piece lineup, specifically shown as a miniature grid within the preview window, recreating the spatial distribution of the first virtual chess piece lineup. During the visual presentation of the pre-planned first virtual chess piece lineup, the preview window not only accurately displays the preset grid coordinates of each virtual chess piece, but also simultaneously displays floating icons of the virtual equipment currently worn by each virtual chess piece, as well as the activated faction synergy attribute panel for the entire first virtual chess piece lineup. This detailed rendering of the pre-planned first virtual chess piece lineup in the preview window allows users to intuitively and visually review and verify the tactical deployment details for the next round during breaks in the current round's battle.

[0155] In actual implementation, in response to the targeted press operation, a preview window is displayed, showing the pre-planned first virtual chess piece lineup; when the press operation is released, the preview window is canceled.

[0156] As an example, see Figure 15 , Figure 15 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 10 Second, after determining the first virtual chess piece lineup as the pre-planned virtual chess piece lineup for the next round, a pre-planning identifier 1501 is displayed on the first virtual chessboard. In response to the trigger operation on the pre-planning identifier 1501, a preview window 1502 is displayed, and the pre-planned first virtual chess piece lineup is displayed in the preview window 1502.

[0157] In this way, by displaying pre-planned markers on the first virtual chessboard and supporting the triggering of a preview window, players can intuitively review the formation arrangement for the next round at any time without leaving the main view or switching interfaces while watching the current battle progress. This effectively avoids visual fragmentation and strategy forgetting caused by frequent screen jumps, greatly reduces the mental memory burden, and significantly improves the continuity of cross-round information viewing and the convenience of interface interaction.

[0158] In some embodiments, the second virtual chessboard includes a preparation area, in which virtual pieces currently owned by the object are displayed after the second virtual chessboard is displayed; the second virtual chessboard also includes a battle area, in which a pre-planned first virtual piece lineup is displayed in response to a pre-planning operation performed in the second virtual chessboard, which can be achieved by: moving at least one virtual piece from the preparation area to the battle area in response to a move operation on at least one virtual piece in the preparation area; and determining the virtual pieces in the battle area of ​​the second virtual chessboard as the first virtual piece lineup.

[0159] Here, the battle area is an independent functional zone formed by the division of the second virtual chessboard. It is used to hold the virtual chess pieces that are planned to participate in the battle and serves as the carrier space for forming the battle lineup. The preparation area is an independent functional zone formed by the division of the second virtual chessboard. It is used to centrally store all available virtual chess pieces, serving as a storage space for reserve chess pieces. Virtual chess pieces can be selected from this area and transferred to other areas.

[0160] Understandably, the current object is the entity that initiates various interactive operations, holds virtual chess pieces, and conducts pre-planning of the lineup. It can perform various pre-planning operations such as moving and adjusting equipment on the virtual chess pieces in the second virtual chessboard.

[0161] In actual implementation, in response to the selection operation of the target virtual piece among at least one virtual piece displayed in the preparation area, the target virtual piece is controlled to be in a movable state. Based on the movable state, in response to the movement operation of the target virtual piece, the target virtual piece is controlled to move following the interactive touch of the movement operation. When the target virtual piece is released after moving to the target position in the battle area, the target virtual piece is displayed at the target position in the battle area.

[0162] It should be noted that the movement operation of virtual pieces in the preparation area can be applied to either a single virtual piece or multiple virtual pieces simultaneously. This can be achieved by moving individual virtual pieces one by one into the battle area; alternatively, it can be done through interface gestures such as sliding selection boxes or multi-select locking, selecting multiple virtual pieces in the preparation area simultaneously and then moving them all at once into the battle area via a single drag or a one-click deployment command. This allows for both fine-tuning of individual positions and rapid batch deployment of group formations in terms of visual operation.

[0163] It should be noted that virtual pieces support multiple forms of position adjustment. They can move from the preparation area to the combat area, and after moving into the combat area, they can also move back to the preparation area, or be adjusted to other positions within the combat area. The virtual pieces ultimately determined as the first virtual piece in the lineup are those that have undergone position and equipment adjustment operations within the combat area. After moving at least one virtual piece from the preparation area to the combat area, when a position adjustment operation is received for a virtual piece, the adjusted virtual piece is displayed at the target position on the second virtual chessboard. The target position is the position indicated by the position adjustment operation. When an equipment adjustment operation is received for a virtual piece, the virtual equipment carried by the virtual piece is adjusted, and the adjusted virtual piece is displayed on the second virtual chessboard.

[0164] As an example, see Figure 16 , Figure 16 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 10 Third, the second virtual chessboard includes a preparation area indicated by dashed box 1601 and a battle area indicated by dashed box 1602. The virtual chess pieces 1603, 1604, and 1605 currently owned by the object are displayed in the preparation area indicated by dashed box 1601. In response to a move operation on virtual chess piece 1603, virtual chess piece 1603 is moved from the preparation area indicated by dashed box 1601 to the battle area indicated by dashed box 1602. At this time, virtual chess piece 1603 in the battle area of ​​the second virtual chessboard is determined as the first virtual chess piece lineup.

[0165] In this way, by storing all the candidate virtual pieces in the preparation area, players can select pieces to move into the battle area to form a pre-planned lineup through movement operations. This supports flexible adjustment of piece positions, clearly distinguishes between candidate pieces and active pieces, and makes the lineup selection and layout adjustment process more intuitive and orderly, significantly improving the intuitiveness and operational efficiency of lineup construction in complex games.

[0166] In some embodiments, when a second virtual chessboard is displayed, a countdown to the remaining time of the battle phase is displayed when the remaining time of the battle phase is less than a preset time. In response to a confirmation operation for the first virtual chess piece lineup, the first virtual chess piece lineup is determined as the pre-planned virtual chess piece lineup for the next round. This can be achieved by: when the countdown is zero and no confirmation operation for the first virtual chess piece lineup is received, a lineup confirmation prompt is displayed; wherein the lineup confirmation prompt is used to indicate that the first virtual chess piece lineup is determined as the pre-planned virtual chess piece lineup for the next round; in response to a confirmation command triggered based on the lineup confirmation prompt, the first virtual chess piece lineup is determined as the pre-planned virtual chess piece lineup for the next round.

[0167] Here, the preset duration is a pre-defined time threshold used to determine whether to start the countdown for the remaining time of the battle phase. It is a critical time threshold used to measure the imminent end of the current battle phase. The preset duration can be configured and adjusted according to interactive needs. The countdown can be displayed in at least one form: numerical text, progress bar, or dynamic animation. The countdown can be overlaid on the second virtual chessboard interface without obscuring the virtual chess piece arrangement area.

[0168] The preset duration can be customized. It can be set to a fixed duration or different values ​​can be used depending on the progress of the round.

[0169] The remaining time of the battle phase refers to the remaining time until the current battle phase ends, determining the available time for the user to perform pre-planning of team composition. The countdown resetting to zero indicates that the remaining time of the battle phase has decreased to zero, signifying the end of the window for manually confirming team composition.

[0170] In actual implementation, the lineup confirmation prompt message carries a lineup confirmation control for the first virtual piece lineup. In response to the triggering operation of the lineup confirmation control, a confirmation command is triggered.

[0171] As an example, see Figure 17 , Figure 17 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 10 Fourth, when the second virtual chessboard is displayed, if the remaining time of the battle phase is less than the preset time, the countdown indicated by 1701 is displayed; if the countdown indicated by 1701 is cleared and no confirmation operation for the first virtual chess piece lineup is received, the lineup confirmation prompt message 1702 is displayed.

[0172] In this way, the remaining time of the battle phase is monitored when the second virtual chessboard is displayed, and a countdown is displayed to remind users of the time when the phase is about to end. If the lineup is not manually confirmed before the countdown ends, a prompt message will pop up to guide the user to complete the lineup lock, which greatly improves the interface fault tolerance and the success rate of tactical deployment under high pressure operation environment.

[0173] In some embodiments, when there is a pre-planned lineup of virtual pieces for the next round before displaying the second virtual chessboard, and the pre-planned lineup of virtual pieces for the next round is a third virtual chessboard, displaying the second virtual chessboard in response to a trigger operation on the pre-planning control can be achieved by: displaying the second virtual chessboard in response to a trigger operation on the pre-planning control, and displaying the third virtual chessboard in the second virtual chessboard; correspondingly, displaying the pre-planned first virtual chessboard in response to a pre-planning operation performed in the second virtual chessboard can be achieved by: determining the pre-planned virtual chessboard as the first virtual chessboard in response to a pre-planning operation performed on the third virtual chessboard in the second virtual chessboard, and displaying the pre-planned first virtual chessboard in the second virtual chessboard.

[0174] It should be noted that the third virtual chess piece lineup is the virtual chess piece lineup for the next round, pre-planned and saved using the second virtual chessboard during the current round's combat phase. When the pre-planning control is triggered again to open the second virtual chessboard, the third virtual chess piece lineup will be loaded as the initial lineup for the user to continue adjusting. The data of the third virtual chess piece lineup will be continuously and temporarily stored until the user completes the confirmation of a new lineup or triggers a global reset operation, ensuring that the lineup information is not lost when entering and exiting the second virtual chessboard multiple times.

[0175] Among them, the pre-planned operations performed on the third virtual chess piece lineup include position adjustment operations and equipment adjustment operations for the virtual chess pieces included in the third virtual chess piece lineup.

[0176] For example, earlier in the current battle phase, a player opened a second virtual chessboard, arranged and saved a preset lineup including warriors and archers (i.e., the third virtual chess piece lineup). When the player triggers the pre-planning control again to bring up the second virtual chessboard within the same battle phase, the interface will no longer display the initial blank grid, but will directly load and restore the display of the third virtual chess piece lineup. Subsequently, the player can continue to operate based on the visual foundation of this existing lineup, dragging and dropping a newly acquired support piece from the preparation area to replace a warrior in the front row. The second virtual chessboard will then refresh in real time, ultimately presenting a completely new arrangement formed after this localized adjustment (i.e., the first virtual chess piece lineup).

[0177] In this way, by directly restoring and presenting the saved third virtual chess piece lineup when the second virtual chessboard is displayed again, users can intuitively continue to make incremental fine adjustments based on the existing pre-planned results. This effectively avoids the tedious dilemma of having to start from scratch to place virtual chess pieces when the records are cleared due to the closing of the interface, greatly reducing the user's repetitive interaction costs and significantly improving the visual smoothness and overall efficiency of continuous lineup planning within the same round.

[0178] In some embodiments, after displaying the second virtual chessboard, first synergy information is displayed on the second virtual chessboard, which indicates the lineup synergies in the current round of the target game; after displaying the pre-planned first virtual chess piece lineup on the second virtual chessboard, second synergy information and difference information between the first synergy information and the second synergy information are displayed on the second virtual chessboard; wherein, the second synergy information is used to indicate the lineup synergies of the first virtual chess piece lineup, and the difference information includes the changed synergy entries.

[0179] It should be noted that the first synergy information refers to the synergy information corresponding to the virtual chess piece lineup participating in the current round of the target game. Synergy information may include at least one of the following: synergy type, synergy level, number of synergy triggers, and attribute bonuses provided by the synergy.

[0180] Among them, "synergies" are in-game buff mechanisms. Unlocking synergies at different levels continuously provides various combat buffs to all virtual pieces on the field. Different types of synergies correspond to different buffs, and the strength of the buffs varies depending on the synergy level. For example, the first synergy grants a health attribute bonus upon collecting a specified number of virtual pieces, with the bonus increasing as the synergy level rises; the second synergy grants an output attribute bonus upon collecting a corresponding number of virtual pieces, with higher levels unlocking even stronger combat buffs. The types and strengths of the buffs granted by the two types of synergies differ.

[0181] It should be noted that the changed synergy entries included in the difference information can include at least one of the following: newly activated synergy entries, synergy entries whose tier has increased, synergy entries whose tier has decreased, and invalidated synergy entries that have completely lost their activation conditions. In terms of visual contrast, to improve the user's visual perception of the consequences of synergy adjustments, the changed synergy entries in the difference information can be differentiated using visually impactful effects. For example, for newly activated or tier-increased synergy entries, a bright, flashing green upward arrow, a gold flowing border, and a numerical bonus label with a plus sign can be used for emphasis; for synergy entries whose tier has decreased or have completely become invalid, a gray overlay, a red downward arrow, or a through-line can be used for a less prominent indication.

[0182] In actual implementation, if there are positive change synergy entries among the changed synergy entries, the positive change synergy entries are displayed on the second virtual chessboard using the first visual feature; if there are negative change synergy entries among the changed synergy entries, the negative change synergy entries are displayed on the second virtual chessboard using the second visual feature; wherein, the first visual feature and the second visual feature are different.

[0183] For example, in the interactive interface of the second virtual chessboard, the first synergy information displayed on the side panel indicates that the actual lineup participating in the current round of the target game has activated the "3 Warriors" synergy. When the user performs a pre-planning operation in the second virtual chessboard, dragging a Marksman virtual chess piece from the preparation area to replace a Warrior virtual chess piece, thereby forming the pre-planned first virtual chess piece lineup in the combat area, the aforementioned side panel will simultaneously refresh and display the second synergy information to indicate the expected activation of the "2 Warriors" and "2 Marksmen" synergies in the first virtual chess piece lineup. At this time, the interactive interface will also intuitively present the difference information through differentiated visual animations. For example, for synergy entries that have changed, the grayed-out effect with a red downward arrow is used to clearly mark the "Warrior" synergy entry that has decreased in level, and the bright flashing effect with a green upward arrow is used to mark the newly activated "Marksman" synergy entry. This allows the user to instantly and accurately capture the impact of the lineup planning operation on the overall attribute bonus simply by relying on the dynamic feedback of the front-end visual interface.

[0184] In addition, in response to the triggering operation of the target synergy entry in the difference information, the target virtual chess piece that is associated with the target synergy entry is highlighted in the first virtual chess piece lineup displayed on the second virtual chessboard.

[0185] In some embodiments, in response to a drag operation on a candidate virtual piece in the preparation area of ​​the second virtual chessboard, when the interactive touchpoint following the drag operation hovers over the battle area, temporary difference information is dynamically displayed on the second virtual chessboard; wherein, the temporary difference information is used to indicate the synergy entries that will change if the candidate virtual piece is placed at the current hovering position of the interactive touchpoint.

[0186] In this way, by comparing and displaying the first synergy information of the current round with the pre-planned second synergy information on the same screen, and intuitively displaying the differences including the changed items, the predicament of users having to rely on mental calculation of synergy changes when replacing pieces is effectively avoided. This allows users to instantly and accurately perceive the specific impact of local fine-tuning on the overall combat power, significantly improving the efficiency of information acquisition and the intuitiveness of interface interaction when continuously planning lineups.

[0187] In some embodiments, the pre-planned first virtual chess piece lineup is displayed in a first area of ​​a second virtual chessboard. After the pre-planned first virtual chess piece lineup is displayed in the second virtual chessboard, a pre-battle control is displayed. In response to a trigger operation on the pre-battle control, the opposing virtual chess piece lineup participating in the battle in the current round of the target game is displayed in a second area of ​​the second virtual chessboard. The process of the opposing virtual chess piece lineup fighting against the first virtual chess piece lineup is displayed in the second virtual chessboard.

[0188] Here, the first and second areas are two independent regions clearly defined on the second virtual chessboard by a visual central axis or a specific highlighted boundary line. The first area is used to display the pre-planned first virtual chess piece lineup, fully presenting the placement and arrangement of all virtual chess pieces in the first virtual chess piece lineup. The second area is another independent display space within the second virtual chessboard. After triggering the interactive command corresponding to the pre-battle control, the second area will load and display the opponent's virtual chess piece lineup for the current round of the target game, while also handling the presentation of the entire simulated battle process between the two lineups.

[0189] It should be noted that the opposing virtual chess piece lineup belongs to a different faction than the virtual chess piece lineup participating in the battle in the current round, that is, it belongs to a different faction than the first virtual chess piece lineup. The opposing virtual chess piece lineup and the first virtual chess piece lineup are displayed in different styles.

[0190] The battle between the opposing virtual chess piece lineup and the first virtual chess piece lineup is an offline simulation process conducted according to the predetermined battle rules of the target game. Based on the attributes, skills, synergy buffs, and positioning logic of each virtual chess piece in the lineup, a series of battle behaviors such as basic attack release, skill trigger, health consumption, and chess piece retreat are completed in sequence. The entire screen and battle direction of the clash between the two lineups are fully and dynamically reproduced. All battle data and win / loss results generated in this simulation will not affect the official battle process of the target game, but are only used to help users predict the actual combat adaptation effect of the lineup.

[0191] As an example, see Figure 18 , Figure 18 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 10 Fifth, after displaying the pre-planned first virtual piece lineup indicated by 1801 on the second virtual chessboard, the pre-battle control 1802 is displayed; in response to a triggering operation on the pre-battle control 1802, the opposing virtual piece lineup indicated by the dashed box 1803 is displayed in the second area of ​​the second virtual chessboard.

[0192] In this way, by providing pre-battle controls and displaying dynamic simulated battle scenes of both sides' lineups on the same screen after triggering, users can directly rely on intuitive interface animation feedback to verify the rationality of the current spatial positioning and formation arrangement in advance, which significantly improves the intuitiveness of lineup adjustments and the accuracy of strategy construction in complex game environments.

[0193] In some embodiments, after displaying the second virtual chessboard, at least one lineup label is displayed on the second virtual chessboard; wherein different lineup labels correspond to different virtual chess piece lineups, and at least one lineup label includes a target lineup label, which corresponds to the first virtual chess piece lineup; accordingly, in response to a pre-planning operation performed on the second virtual chessboard, the pre-planned first virtual chess piece lineup is displayed on the second virtual chessboard, which can be achieved by: in response to a triggering operation on the target lineup label, the pre-planned first virtual chess piece lineup is displayed on the second virtual chessboard.

[0194] Here, lineup tags are used to switch between different lineups in the second virtual chessboard. Different lineup tags are visually distinguished by text names, icon styles, and background colors. The current object can independently edit the custom names of each lineup tag to make it easier to remember the battle scenarios that each lineup is suitable for.

[0195] In actual implementation, the lineup information of the corresponding lineup can be displayed in the associated position of the lineup tag. The lineup information may include at least one of the following: the type and level of the lineup's activated synergies, the total number of virtual pieces deployed, the overall attribute bonus value, the appropriate battle scenario, the preset combat power estimate, and a summary of the piece positioning.

[0196] In practical applications, for each lineup tag, the corresponding lineup collection progress indicator is displayed at the associated position of the lineup tag; the lineup collection progress indicator is used to indicate the degree of matching between the virtual pieces currently owned by the object and the virtual piece lineup corresponding to the lineup tag; in response to the trigger operation for the target lineup tag, the corresponding formation visual animation is presented in the second virtual chessboard according to the degree of matching indicated by the lineup collection progress indicator of the target lineup tag.

[0197] If virtual pieces are already displayed on the second virtual chessboard, in response to the trigger operation on the target lineup tag, a lineup replacement prompt message is displayed; in response to the confirmation command triggered based on the lineup replacement prompt message, the currently displayed virtual pieces are removed from the second virtual chessboard, and the pre-planned first virtual piece lineup is displayed.

[0198] It should be noted that when a user triggers the target lineup tag through interactive actions such as touch clicks, the product's front-end interface automatically extracts the corresponding virtual chess piece entities already owned in the current object's preparation area, accurately translates them, and displays them in the target grid coordinates planned by the first virtual chess piece lineup. For virtual chess pieces required by the preset formation but not yet acquired by the current object, the interactive interface will leave the corresponding grid position empty or directly render a semi-transparent phantom model as a visual placeholder. In the second virtual chessboard, the virtual chess pieces already owned by the current object in the first virtual chess piece lineup are displayed in the first visual style; the virtual chess pieces not owned by the current object in the first virtual chess piece lineup are displayed in the second virtual chessboard in the second visual style. The first visual style and the second visual style are different; the second visual style is used to indicate that the corresponding virtual chess piece is in a missing placeholder state.

[0199] In this way, by centrally displaying intuitive lineup labels in the second virtual chessboard and supporting one-click triggering and application, the complexity of user operations and interaction costs are greatly reduced, and the intuitiveness and construction efficiency of templated lineup planning in complex game environments are significantly improved.

[0200] In step 105, when the target game switches from the battle phase to the preparation phase of the next round, the first virtual chess piece lineup is displayed on the first virtual chessboard.

[0201] In practice, after the target game moves to the preparation stage of the next round and the first virtual chess piece lineup is displayed on the first virtual chessboard, the virtual chess piece lineup that will participate in the battle in the next round can be further planned based on the first virtual chess piece lineup.

[0202] In practical applications, when the target game's state machine is detected to be in the combat phase, the basic state data of the virtual chess piece lineup participating in the current round is locked in memory for displaying the combat screen of the first virtual chessboard. In response to a trigger operation for a pre-planned control, a shadow cache space independent of the main chessboard data is instantiated in the background to construct the underlying data structure of the second virtual chessboard. In response to pre-planning operations performed in the second virtual chessboard, the coordinates and configuration parameters of the chess pieces in the shadow cache space are calculated and updated in real time, and the front end is synchronously driven to render and display the pre-planned first virtual chess piece lineup in the second virtual chessboard. In response to a confirmation operation for the first virtual chess piece lineup, the data state in the shadow cache space is serialized and cached as the target loading data for the virtual chess piece lineup of the next round, while simultaneously releasing or hiding the rendering instance of the second virtual chessboard. When an event callback is detected that the target game has switched from the combat phase to the preparation phase of the next round, the cached target loading data is directly read and overwritten with the current main chessboard state, thereby driving the front end to quickly complete the instantiation and rendering display of the first virtual chess piece lineup in the first virtual chessboard.

[0203] As an example, see Figure 19 , Figure 19 This is a schematic diagram of the virtual chessboard processing provided in the embodiments of this application. Figure 10 Sixth, display a confirmation control 1901 on the second virtual chessboard. In response to the triggering operation of the confirmation control 1901, display a confirmation prompt message 1902 "Confirmed". The confirmation prompt message 1902 is used to indicate that the first virtual chess piece lineup has been determined as the pre-planned virtual chess piece lineup for the next round. When the target game switches from the combat phase to the preparation phase of the next round, the first virtual chess piece lineup is displayed on the first virtual chessboard.

[0204] In some embodiments, when the target game switches from the combat phase to the preparation phase of the next round, displaying the first virtual chess piece lineup on the first virtual chessboard can be achieved in the following way: when the target game switches from the combat phase to the preparation phase of the next round, a pre-planning animation is played. The pre-planning animation is used to show the process of switching from the virtual chess piece lineup participating in the combat in the current round to the first virtual chess piece lineup; when the pre-planning animation finishes playing, the first virtual chess piece lineup is displayed on the first virtual chessboard.

[0205] In actual implementation, virtual pieces that are not included in the first virtual piece lineup and are currently participating in the battle are moved from the battle area of ​​the first virtual chessboard to the preparation area to play a departure animation; virtual pieces that are not included in the first virtual piece lineup and are currently participating in the battle are moved from the preparation area of ​​the first virtual chessboard to the battle area to play a deployment animation.

[0206] When the pre-planned animation finishes playing, the first virtual chess piece lineup is displayed on the first virtual chessboard; within a preset duration, the target virtual chess piece in the first virtual chess piece lineup that has changed compared to the virtual chess piece lineup participating in the battle in the current round is highlighted by the target visual features.

[0207] Display an animation skip control in the interface of the first virtual chessboard; in response to the triggering operation of the animation skip control, stop playing the pre-planned animation and directly display the first virtual chess piece lineup in the first virtual chessboard.

[0208] In this way, the entire process of switching between the old and new lineups is demonstrated through a smooth animation when the round phase changes. The details of the lineup changes are clearly visible. After the animation ends, the pre-planned lineup of pieces is loaded directly. The logic of lineup adjustments during the round phase is easier to understand, and the smoothness of the layout switching during the preparation phase is improved.

[0209] In some embodiments, after displaying the second virtual chessboard, at least one trigger condition is displayed on the second virtual chessboard. The trigger condition is used to limit the display conditions of the first virtual chess piece lineup in the preparation phase of the next round. After displaying the pre-planned first virtual chess piece lineup on the second virtual chessboard, in response to a selection operation for at least one trigger condition, the selected trigger condition is determined as the target trigger condition. When the target game switches from the battle phase to the preparation phase of the next round, the first virtual chess piece lineup is displayed on the first virtual chessboard. This can be achieved by: when the target game switches from the battle phase to the preparation phase of the next round, provided the target trigger condition is met, the first virtual chess piece lineup is displayed on the first virtual chessboard.

[0210] For example, in the interactive interface of the second virtual chessboard, the side control panel can provide visual option labels for at least one trigger condition, such as "victory in the current round," "defeat in the current round," or "current character's health is below the warning value." After the user has arranged a defensive-oriented lineup of first virtual chess pieces on the second virtual chessboard, they can select "defeat in the current round" as the target trigger condition by clicking the interactive option. Subsequently, if the user is defeated in the actual combat phase of the current round, the first virtual chessboard will automatically render and display the pre-arranged defensive lineup of first virtual chess pieces when the front-end interactive interface officially switches to the preparation phase of the next round, because the target trigger condition has been met. Conversely, if the user wins the current round but does not meet the target trigger condition, the front-end interface will not execute the automatic lineup replacement animation. Thus, relying on the condition-preset interactive mechanism of the purely visual interface, users can pre-arrange and automatically execute specific tactical plans for different unknown battle situations.

[0211] In some embodiments, a change timeline is displayed, which includes at least one pre-planning node arranged chronologically, with each pre-planning node corresponding to a pre-planning operation. In each pre-planning node, at least one of the following is displayed: the piece identifier of the virtual piece operated by the corresponding pre-planning operation, the time of execution of the corresponding pre-planning operation, and the operation type of the corresponding pre-planning operation.

[0212] In some embodiments, after displaying the change timeline, in response to a hover operation on a target pre-planning node among at least one pre-planning nodes, the process of executing the corresponding pre-planning operation is displayed, and a third undo control is displayed at the associated position of the target pre-planning node; in response to a trigger operation on the third undo control, the corresponding pre-planning operation is undone.

[0213] By applying the above embodiments of this application, by providing an independent pre-planning window and rich visual interaction controls during the battle phase of the game, the time window limitation of lineup planning in traditional turn-based games is broken. This allows users to calmly adjust the virtual chess piece positions, preview equipment synthesis, compare synergy differences, and quickly apply tactical templates while watching the current battle. This effectively avoids interactive errors caused by the rush of preparation time. Furthermore, through intuitive simulated combat and smooth scene transition effects, the visual cognitive burden of complex tactical construction is greatly reduced, significantly improving the overall interactive smoothness and lineup planning efficiency of the game.

[0214] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0215] In related technologies, auto chess games adopt a turn-based combat cycle architecture, with the game process divided into fixed time periods such as preparation phase, combat phase, and draft phase. The game only opens the preparation phase for players to fully perform lineup adjustment operations (i.e., planning operations) such as buying and selling pieces, adjusting piece positions, allocating equipment, and refreshing the shop. The combat phase only allows players to perform a few basic operations such as browsing the shop and buying and selling pieces in the preparation slot, and cannot complete core preparation operations such as deploying and deploying pieces, adjusting positions, and allocating equipment. A single game will cycle through 35 to 40 rounds of combat, and the total combat phase will generate 600 to 1200 seconds of pure waiting time. During this time, players can only passively watch the battle animation and have no way to plan the lineup adjustment strategy for the next round in advance.

[0216] During implementation, the applicant discovered the following problems with the technology used for virtual chessboard processing: Currently, auto chess games uniformly set a 30-second time limit for the preparation phase. When players perform complex operations such as completely changing their lineup, making large-scale adjustments to piece positions, or disassembling and reassembling multiple pieces of equipment, the 30-second time limit is insufficient to cover the entire operation process. The limited time for operations continuously increases the operational burden on players. Players need to complete multiple operations in a very short period of time, which easily leads to operational errors such as dragging mistakes and incorrect equipment allocation, continuously lowering the overall gameplay experience. At present, all auto chess games do not have the function of allowing players to pre-plan their preparation operations during the battle phase. The one-click formation and quick operation auxiliary functions launched in some games can only provide fixed template lineup adjustment schemes, which cannot be combined with the opponent's real-time formation to carry out personalized and targeted layouts. This neither makes full use of the idle waiting time during the battle phase nor can it meet the diverse real-time strategy adjustment needs of players.

[0217] Based on this, this solution proposes an implementation method suitable for auto chess games that allows for parallel operation pre-planning during the battle phase. The solution introduces a shadow chessboard mechanism, transforming the waiting time that was originally unusable during the battle phase into an effective time period for strategic operations. Players can compare their opponents' real-time formed lineups during the battle phase and pre-plan various preparation operations to be performed in the next round, thereby improving the overall efficiency of lineup adjustments. All operations that were originally concentrated in the 30-second preparation phase can be broken down and processed step by step in the longer battle phase. The expanded full operation time reduces the operational burden on players and reduces various operational errors and poor gameplay caused by insufficient preparation time. At the same time, it gives players enough time to deduce lineup combinations and piece positioning strategies, further deepening the strategic gameplay experience inherent in auto chess games.

[0218] Next, we will continue to describe the processing method of the virtual chessboard in the auto chess provided in the embodiments of this application from the product side.

[0219] When the game progresses to the battle phase and the battle animation begins, a shadow chessboard button (i.e., a pre-planning control) will be displayed in the lower right corner of the game interface. After the player clicks the shadow chessboard button, the game screen view will be pulled up, and the battle animation in the background will be darkened and blurred. The player will then enter the shadow chessboard (i.e., the second virtual chessboard) state. In the shadow chessboard state, the player can drag chess pieces (i.e., virtual chess pieces) to perform pre-planned deployment and pre-planned removal operations (i.e., pre-planned operations). After the pre-planned operation, the chess pieces will switch to the pre-planned exclusive display form (i.e., the second display style), forming a clear visual distinction from the regular chess pieces (i.e., the first display style) that have not undergone any pre-planning processing.

[0220] The following section will continue to explain the processing method of the virtual chessboard in the auto chess provided in the embodiments of this application from a technical perspective.

[0221] In some embodiments, see Figure 20 , Figure 20 This is a second flowchart illustrating the virtual chessboard processing method provided in the embodiments of this application, which will be combined with... Figure 20 The steps shown are explained.

[0222] In step 2001, the battle phase begins.

[0223] As the game progresses to the battle phase, the free operation window of the previous preparation phase ends, and the screen begins to load the automatic battle animation of both sides' pieces. At this stage, only a few simple operations such as browsing the shop are available, and it is not possible to directly adjust the pieces on the field or allocate equipment.

[0224] In step 2002, the shadow chessboard button is displayed.

[0225] After the battle animation starts, the Shadow Chessboard function trigger button is displayed in a fixed position on the game interface. The button serves as the only entry point to the pre-planned operation layer. Players can choose whether to activate the Shadow Chessboard. Players are not forced to use the pre-planned related functions, thus retaining the original traditional way of watching battles.

[0226] In step 2003, it is determined whether there is a pre-planned operation requirement.

[0227] If yes, proceed to step 2004; otherwise, proceed to step 2009.

[0228] In step 2004, enter the shadow chessboard.

[0229] Responding to players' pre-planning needs, the system switches to a semi-transparent overlay shadow chessboard interactive layer, retaining a blurred and darkened real-time battle animation in the background. It unlocks full lineup editing permissions, such as deploying, deploying, and adjusting positions, providing players with an independent pre-planning operation space.

[0230] In step 2005, the positions of the chess pieces are adjusted.

[0231] Players can freely drag various pieces within the shadow chessboard layer to perform a series of lineup adjustments, such as placing pieces on the field, removing pieces from the field, and changing the placement of pieces. Each dragging action generates an independent pre-planned instruction and stores it, without directly altering the current real chessboard state.

[0232] In step 2006, it is determined whether the pre-planned operation is satisfactory.

[0233] If yes, proceed to step 2008; otherwise, proceed to step 2007.

[0234] In step 2007, the pre-planned operation is undone / reset.

[0235] In practice, players can clear the previous step or all edited pre-planned piece adjustment instructions, and the piece layout in the shadow chessboard layer will be restored to the initial state before entering the shadow chessboard. Players can then start a new round of complete lineup pre-planning operations, eliminating operation records that do not conform to the player's strategic expectations.

[0236] In step 2008, it is determined whether to click the button to confirm the planning operation.

[0237] If yes, proceed to step 2009; otherwise, proceed to step 2011.

[0238] In step 2009, wait for the battle phase to end.

[0239] The battle animation continues to play while maintaining the current game state until the entire battle phase is over. The game sequence will then automatically switch to the next round's preparation phase. Confirmed and saved pre-planned commands will be automatically executed when the phase switches.

[0240] In step 2010, the pre-planned operations for the preparation phase automatically take effect.

[0241] After the battle phase ends, the sequence switches to the preparation phase, reads all the pre-planned instructions that the player has confirmed and saved, and automatically completes the corresponding deployment, removal, and positioning adjustments according to the operation type, piece object, and target position recorded in the instructions, without requiring the player to repeat the operation during the preparation phase.

[0242] In step 2011, wait for the battle phase to end.

[0243] If the player does not confirm and save the pre-planned instructions, the battle animation will continue to play until the battle phase is over. All temporary adjustments made in the shadow chessboard will not be saved and will not be carried over to the subsequent preparation phase.

[0244] In step 2012, wait for the battle phase to end.

[0245] If the player does not enter the shadow chessboard layer to perform any pre-planned operations, the original battle playback flow is maintained. After the battle animation has finished playing, the game will proceed normally to the preparation phase, and there will be no pre-planned instructions to be executed.

[0246] In step 2013, the pre-planned operations for entering the preparation phase are ineffective.

[0247] After the battle phase ends and the preparation phase begins, all unconfirmed temporary adjustment commands on the shadow board are invalidated. The layout of the real board and the pieces on the preparation board remains in its original state at the end of the previous round. Players need to manually complete all lineup adjustments within the 30-second preparation time limit.

[0248] By applying the above embodiments of this application, the introduction of the shadow chessboard mechanism can bring multiple optimization effects from the perspective of gameplay experience. The shadow chessboard can transform the originally idle waiting time during the battle phase into an effective time period for players to perform strategic operations, and simultaneously expand the complete time window for players to carry out lineup adjustment operations. Players do not need to passively wait for the battle animation to play, but can independently and calmly plan the lineup adjustment plan for the next round in advance. The gameplay experience has been transformed from passive waiting to active planning. The rhythm of high-intensity operation concentrated in a short time window has been transformed into a step-by-step progressive mode of first calmly planning and then confirming fine-tuning. This smooths out the operation rhythm of players throughout the game, leaving players with sufficient time to deduce the relevant strategies of piece positioning and lineup matching, and further deepens the strategic gameplay inherent in the game.

[0249] The Shadow Chessboard mechanism can also create positive business effects from a long-term operational perspective. Players who are new to high-level matches can use the Shadow Chessboard to distribute the operation process, greatly reducing the operational burden caused by concentrated operations. This reduces the negative gaming experience caused by insufficient operation time when players first participate in high-level matches, effectively increasing players' willingness to continue participating in matches. At the same time, the Shadow Chessboard lowers the operation threshold of high-level matches, and more players who prefer casual gameplay are willing to actively participate in high-level ranked matches. The ranked match participants have a higher probability of paying conversion, and the increase in the number of participants in high-level ranked matches can directly drive the continuous growth of the overall number of paying players.

[0250] The following description continues to illustrate the exemplary structure of the processing device 555 for the virtual chessboard in auto chess provided in the embodiments of this application as a software module. In some embodiments, such as... Figure 2 As shown, the software modules of the processing device 555 for the virtual chessboard in Auto Chess may include: a display module 5551, a pre-planning module 5552, and a determination module 5553.

[0251] Display module 5551 is used to display the first virtual chessboard and pre-planning controls of the auto chess game when the target game is in the battle phase, and to display the lineup of virtual chess pieces participating in the battle in the current round of the target game on the first virtual chessboard. The display module 5551 is also configured to display the second virtual chessboard of the auto chess in response to a trigger operation on the pre-planning control. The second virtual chessboard is used to pre-plan the virtual chess piece lineup for the next round in the target game during the battle phase. The pre-planning module 5552 is used to display the pre-planned first virtual chess piece lineup in the second virtual chessboard in response to the pre-planning operation performed in the second virtual chessboard. The determination module 5553 is used to respond to the determination operation for the first virtual chess piece lineup, determine the first virtual chess piece lineup as the pre-planned virtual chess piece lineup for the next round, and cancel the display of the second virtual chessboard; The display module 5551 is further configured to display the first virtual chess piece lineup on the first virtual chessboard when the target game switches from the battle phase to the preparation phase of the next round.

[0252] In some embodiments, the first virtual chessboard displays at least one virtual chess piece belonging to a target faction, the target faction being the faction to which the virtual chess piece lineup participating in the battle in the current round belongs. The display module 5551 is further configured to display each of the virtual chess pieces at the corresponding position in the second virtual chessboard corresponding to the first virtual chessboard after displaying the second virtual chessboard of the auto chess game. The second virtual chessboard includes a battle area and a preparation area, the preparation area being used to store virtual chess pieces for selection to form the virtual chess piece lineup in the next round. The pre-planning module 5552 is further configured to, in response to a pre-planning operation performed on the virtual chess pieces in the second virtual chessboard, display the pre-planned virtual chess pieces in the second virtual chessboard, and determine the pre-planned virtual chess pieces displayed in the battle area of ​​the second virtual chessboard as the first virtual chess piece lineup.

[0253] In some embodiments, the display module 5551 is further configured to display each of the virtual chess pieces in the second virtual chessboard at the corresponding position of the first virtual chessboard using a first display style; the processing device for the virtual chessboard in the auto chess game further includes: a switching module, configured to switch the display style of the first virtual chess piece from the first display style to the second display style when a pre-planning operation is received for the first virtual chess piece among the virtual chess pieces.

[0254] In some embodiments, the display module 5551 is further configured to, after switching the display style of the first virtual chess piece from the first display style to the second display style, in response to a trigger operation on the first virtual chess piece displayed using the second display style, display at least one of the following: initial position information of the first virtual chess piece, initial equipment information of the first virtual chess piece; wherein, the initial position information is the position information before performing the corresponding pre-planning operation on the first virtual chess piece; and the initial equipment information is the equipment information before performing the corresponding pre-planning operation on the first virtual chess piece.

[0255] In some embodiments, the display module 5551 is further configured to display a first undo control and a first reset control at the associated position of the first virtual chess piece displayed using the second display style; wherein, the first undo control is configured to undo the pre-planned operation previously performed on the first virtual chess piece; and the first reset control is configured to reset the pre-planned operation performed on the first virtual chess piece.

[0256] In some embodiments, the pre-planning operation includes a position adjustment operation for adjusting the position of the virtual chess piece on the second virtual chessboard and an equipment adjustment operation for adjusting the virtual equipment carried by the virtual chess piece; the pre-planning module 5552 is further configured to, when receiving a position adjustment operation for the virtual chess piece, display the adjusted virtual chess piece at a target position on the second virtual chessboard, the target position being the position indicated by the position adjustment operation; and when receiving an equipment adjustment operation for the virtual chess piece, adjust the virtual equipment carried by the virtual chess piece and display the adjusted virtual chess piece on the second virtual chessboard.

[0257] In some embodiments, the second virtual chessboard displays at least one virtual piece to be assigned. The pre-planning module 5552 is further configured to, in response to a movement operation of the first virtual piece among the at least one virtual piece to be assigned, control the first virtual piece to move to the second virtual piece. When the first virtual piece is released after moving to the second virtual piece, if the second virtual piece carries the second virtual piece and the first virtual piece and the second virtual piece meet a preset synthesis condition, then the first virtual piece and the second virtual piece are synthesized. The second virtual piece carrying the synthesized virtual piece is displayed on the second virtual chessboard.

[0258] In some embodiments, the processing device for the virtual chessboard in the auto chess game further includes: a purchase module, configured to display the third virtual chess piece in the second virtual chessboard in response to a purchase operation for the third virtual chess piece after displaying each of the virtual chess pieces at the corresponding positions in the second virtual chessboard and the first virtual chessboard; the pre-planning module 5552 is further configured to display the pre-planned virtual chess piece in the second virtual chessboard in response to a pre-planning operation performed on the virtual chess piece and the third virtual chess piece in the second virtual chessboard.

[0259] In some embodiments, the display module 5551 is further configured to, in response to a trigger operation on the pre-planned control, perform one of the following: overlaying the second virtual chessboard on the first virtual chessboard, wherein the battle area of ​​the second virtual chessboard is displayed with a preset transparency; displaying a floating window, wherein the second virtual chessboard is displayed in the floating window; or displaying the second virtual chessboard in a split-screen manner.

[0260] In some embodiments, the display module 5551 is further configured to increase the viewing angle of the auto chess game and perform at least one of the following on the first virtual chessboard: decrease the display brightness of the first virtual chessboard, overlay a blur display effect on the first virtual chessboard; and overlay the second virtual chessboard on the first virtual chessboard based on the adjusted viewing angle.

[0261] In some embodiments, the processing apparatus for the virtual chessboard in the auto chess game further includes: a setting module, configured to display a transparency setting control after the second virtual chessboard is overlaid; in response to a transparency setting operation triggered based on the transparency setting control, determine the transparency indicated by the transparency setting operation as a target transparency; and adjust the transparency of the second virtual chessboard from the preset transparency to the target transparency.

[0262] In some embodiments, the display module 5551 is further configured to display a second undo control after displaying the second virtual chessboard of the auto chess; the processing device for the virtual chessboard in the auto chess further includes: an undo module, configured to, after displaying the pre-planned first virtual chess piece lineup in the second virtual chessboard, in response to a target pre-planning operation for the first virtual chess piece lineup, display the pre-planned second virtual chess piece lineup in the second virtual chessboard; in response to a triggering operation of the second undo control, undo the target pre-planning operation, and switch the display of the second virtual chess piece lineup in the second virtual chessboard to the first virtual chess piece lineup.

[0263] In some embodiments, the display module 5551 is further configured to display a second reset control after displaying the second virtual chessboard of the auto chess; the processing device for the virtual chessboard in the auto chess further includes: a reset module, configured to reset all pre-planning operations performed in the second virtual chessboard in response to a triggering operation of the second reset control after displaying the pre-planned first virtual chess piece lineup in the second virtual chessboard.

[0264] In some embodiments, the processing device for the virtual chessboard in the auto chess game further includes: a preview control, used to display a pre-planning identifier on the first virtual chessboard after the first virtual chess piece lineup is determined as the pre-planned virtual chess piece lineup for the next round, the pre-planning identifier being used to identify the pre-planned virtual chess piece lineup for the next round; and to display a preview window in response to a trigger operation on the pre-planning identifier, and to display the pre-planned first virtual chess piece lineup in the preview window.

[0265] In some embodiments, the second virtual chessboard includes a preparation area, and the display module 5551 is further configured to display virtual pieces owned by the current object in the preparation area after displaying the second virtual chessboard of the auto chess; the second virtual chessboard also includes a battle area, and the pre-planning module 5552 is further configured to move the at least one virtual piece from the preparation area to the battle area in response to a movement operation on at least one virtual piece in the preparation area; and to determine the virtual pieces in the battle area of ​​the second virtual chessboard as the first virtual piece lineup.

[0266] In some embodiments, the display module 5551 is further configured to, when displaying the second virtual chessboard, display a countdown for the remaining time of the battle phase when the remaining time of the battle phase is less than a preset time; the determination module 5553 is further configured to, when the countdown is cleared and no determination operation for the first virtual chess piece lineup is received, display a lineup confirmation prompt message; wherein, the lineup confirmation prompt message is used to prompt that the first virtual chess piece lineup is determined as the pre-planned virtual chess piece lineup for the next round; in response to a determination instruction triggered based on the lineup confirmation prompt message, the first virtual chess piece lineup is determined as the pre-planned virtual chess piece lineup for the next round.

[0267] In some embodiments, the display module 5551 is further configured to, in response to a trigger operation on the pre-planning control, display the second virtual chessboard of the auto chess game and display the third virtual chessboard in the second virtual chessboard when there is a pre-planned virtual chess piece lineup for the next round before the display of the second virtual chessboard of the auto chess game, and the pre-planned virtual chess piece lineup for the next round is a third virtual chess piece lineup; the pre-planning module 5552 is further configured to, in response to a pre-planning operation performed on the third virtual chess piece lineup in the second virtual chessboard, determine the pre-planned virtual chess piece lineup as the first virtual chess piece lineup and display the pre-planned first virtual chess piece lineup in the second virtual chessboard.

[0268] In some embodiments, the display module 5551 is further configured to, after displaying the second virtual chessboard of the auto chess game, display first synergy information on the second virtual chessboard, wherein the first synergy information is used to indicate the lineup synergies in the current round of the target game; the display module 5551 is further configured to, after displaying the pre-planned first virtual chess piece lineup on the second virtual chessboard, display second synergy information on the second virtual chessboard, and difference information between the first synergy information and the second synergy information; wherein the second synergy information is used to indicate the lineup synergies of the first virtual chess piece lineup, and the difference information includes changed synergy entries.

[0269] In some embodiments, the display module 5551 is further configured to display the pre-planned first virtual chess piece lineup in a first area of ​​the second virtual chessboard, and after displaying the pre-planned first virtual chess piece lineup in the second virtual chessboard, display a pre-battle control; in response to a trigger operation on the pre-battle control, display the opposing virtual chess piece lineup participating in the battle in the current round of the target game in a second area of ​​the second virtual chessboard; and display the process of the opposing virtual chess piece lineup battling the first virtual chess piece lineup in the second virtual chessboard.

[0270] In some embodiments, the display module 5551 is further configured to, after displaying the second virtual chessboard of the auto chess game, display at least one lineup label in the second virtual chessboard; wherein different lineup labels correspond to different virtual chess piece lineups, and the at least one lineup label includes a target lineup label, the target lineup label corresponding to a first virtual chess piece lineup; the pre-planning module 5552 is further configured to, in response to a trigger operation on the target lineup label, display the pre-planned first virtual chess piece lineup in the second virtual chessboard.

[0271] In some embodiments, the display module 5551 is further configured to play a pre-planned animation when the target game switches from the battle phase to the preparation phase of the next round. The pre-planned animation is used to show the process of switching from the virtual chess piece lineup participating in the battle in the current round to the first virtual chess piece lineup. When the pre-planned animation finishes playing, the first virtual chess piece lineup is displayed on the first virtual chessboard.

[0272] This application provides a computer program product, which includes a computer program or computer-executable instructions. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the processing method for the virtual chessboard in auto chess provided in this application embodiment. For example, ... Figure 3 The method is illustrated above. The processor of the electronic device reads the computer program or computer-executable instructions from a computer-readable storage medium, and executes the computer program or computer-executable instructions, causing the electronic device to perform the virtual chessboard processing method in the auto chess described in the embodiments of this application.

[0273] This application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the processing method for the virtual chessboard in auto chess provided in this application. For example, ... Figure 3 The methods shown are as follows.

[0274] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0275] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.

[0276] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files that store one or more modules, subroutines, or code sections).

[0277] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0278] In summary, by providing an independent pre-planning window and rich visual interaction controls during the battle phase of the game, the time window limitation of lineup planning in traditional turn-based games is broken. This allows users to calmly fine-tune the virtual piece positions, preview equipment synthesis, compare synergy differences, and quickly apply tactical templates while watching the current battle. This effectively avoids interactive errors caused by the rush of preparation time. Furthermore, through intuitive simulated combat and smooth scene transition effects, the visual cognitive burden of complex tactical construction is greatly reduced, significantly improving the overall interactive smoothness and lineup planning efficiency of the game.

[0279] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A method for processing a virtual chessboard in auto chess, characterized in that, The method includes: When the target game of the auto chess is in the combat phase, the first virtual chessboard and pre-planning controls of the auto chess are displayed, and the lineup of virtual chess pieces participating in the combat in the current round of the target game is displayed in the first virtual chessboard. In response to a trigger operation on the pre-planning control, a second virtual chessboard of the auto chess is displayed, the second virtual chessboard being used to pre-plan the virtual chess piece lineup for the next round in the target game during the battle phase; In response to the pre-planning operation performed in the second virtual chessboard, the pre-planned first virtual chess piece lineup is displayed in the second virtual chessboard; In response to the operation of determining the first virtual chess piece lineup, the first virtual chess piece lineup is determined as the pre-planned virtual chess piece lineup for the next round, and the second virtual chessboard is de-displayed; When the target game switches from the combat phase to the preparation phase for the next round, the first virtual chess piece lineup is displayed on the first virtual chessboard.

2. The method according to claim 1, characterized in that, The first virtual chessboard displays at least one virtual chess piece belonging to a target faction, where the target faction is the faction to which the lineup of virtual chess pieces participating in the battle in the current round belongs. After displaying the second virtual chessboard of the auto chess game, the method further includes: The virtual chess pieces are displayed in the second virtual chessboard at the corresponding positions on the first virtual chessboard; The second virtual chessboard includes a battle area and a preparation area. The preparation area stores virtual pieces for selection to form the virtual chess piece lineup for the next round. The pre-planning operation performed on the second virtual chessboard, displaying the pre-planned first virtual chess piece lineup on the second virtual chessboard, includes: In response to the pre-planning operation performed on the virtual pieces in the second virtual chessboard, the pre-planned virtual pieces are displayed in the second virtual chessboard, and the pre-planned virtual pieces displayed in the battle area of ​​the second virtual chessboard are determined as the first virtual piece lineup.

3. The method according to claim 2, characterized in that, The step of displaying each virtual chess piece at the corresponding position on the second virtual chessboard and the first virtual chessboard includes: In the second virtual chessboard, at the corresponding positions on the first virtual chessboard, each virtual chess piece is displayed using the first display style; The method further includes: When a pre-planning operation is received for the first virtual chess piece, the display style of the first virtual chess piece is switched from the first display style to the second display style.

4. The method according to claim 3, characterized in that, After switching the display style of the first virtual chess piece from the first display style to the second display style, the method further includes: In response to a trigger operation on a first virtual chess piece displayed using the second display style, at least one of the following is displayed: the initial position information of the first virtual chess piece, and the initial equipment information of the first virtual chess piece; The initial position information refers to the position information of the first virtual chess piece before performing the corresponding pre-planning operation; the initial equipment information refers to the equipment information of the first virtual chess piece before performing the corresponding pre-planning operation.

5. The method according to claim 3, characterized in that, The method further includes: At the associated position of the first virtual chess piece displayed using the second display style, a first undo control and a first reset control are displayed; The first undo control is used to undo the pre-planned operation previously performed on the first virtual chess piece; the first reset control is used to reset the pre-planned operation performed on the first virtual chess piece.

6. The method according to claim 2, characterized in that, The pre-planning operation includes a position adjustment operation for adjusting the position of the virtual chess piece in the second virtual chessboard and an equipment adjustment operation for adjusting the virtual equipment carried by the virtual chess piece. The step of displaying the pre-planned virtual piece on the second virtual chessboard in response to a pre-planning operation performed on the virtual piece on the second virtual chessboard includes: When a position adjustment operation is received for the virtual chess piece, the adjusted virtual chess piece is displayed at the target position on the second virtual chessboard, where the target position is the position indicated by the position adjustment operation. When an equipment adjustment operation is received for the virtual chess piece, the virtual equipment carried by the virtual chess piece is adjusted, and the adjusted virtual chess piece is displayed on the second virtual chessboard.

7. The method according to claim 6, characterized in that, The second virtual chessboard displays at least one virtual piece of equipment to be assigned. When an equipment adjustment operation is received for the virtual piece, the virtual equipment carried by the virtual piece is adjusted, and the adjusted virtual piece is displayed on the second virtual chessboard, including: In response to a movement operation on the first virtual device among the at least one virtual devices to be assigned, the first virtual device is controlled to move toward the second virtual piece. When the first virtual equipment is released after being moved to the second virtual piece, if the second virtual piece carries the second virtual equipment and the first virtual equipment and the second virtual equipment meet the preset synthesis conditions, then the first virtual equipment and the second virtual equipment will be synthesized. The second virtual chessboard displays a second virtual chess piece carrying the virtual equipment obtained through synthesis.

8. The method according to claim 2, characterized in that, After displaying each virtual chess piece at its corresponding position on the second virtual chessboard and the first virtual chessboard, the method further includes: In response to a purchase operation for a third virtual chess piece, the third virtual chess piece is displayed on the second virtual chessboard; The step of displaying the pre-planned virtual piece on the second virtual chessboard in response to a pre-planning operation performed on the virtual piece on the second virtual chessboard includes: In response to the pre-planning operation performed on the virtual pieces and the third virtual pieces in the second virtual chessboard, the pre-planned virtual pieces are displayed in the second virtual chessboard.

9. The method according to claim 1, characterized in that, The step of displaying the second virtual chessboard of the auto chess game in response to a trigger operation on the pre-planned control includes: In response to a trigger operation on the pre-planned control, perform one of the following: On the first virtual chessboard, a second virtual chessboard of the auto chess is overlaid and displayed, wherein the battle area of ​​the second virtual chessboard is displayed with a preset transparency; A floating window is displayed, in which the second virtual chessboard of the auto chess is displayed; The second virtual chessboard of the auto chess game is displayed in a split-screen format.

10. The method according to claim 9, characterized in that, The step of overlaying and displaying the second virtual chessboard of the auto chess game on the first virtual chessboard includes: Increase the viewing angle of the auto chess game, and perform at least one of the following on the first virtual chessboard: decrease the display brightness of the first virtual chessboard, or overlay a blur display effect on the first virtual chessboard; Based on the adjusted perspective, a second virtual chessboard for the auto-chess game is overlaid and displayed on the first virtual chessboard.

11. The method according to claim 9, characterized in that, After displaying the second virtual chessboard of the auto chess game, the method further includes: Display transparency setting control; In response to a transparency setting operation triggered based on the transparency setting control, the transparency indicated by the transparency setting operation is determined as the target transparency; Adjust the transparency of the battle area of ​​the second virtual chessboard from the preset transparency to the target transparency.

12. The method according to claim 1, characterized in that, After displaying the second virtual chessboard for the auto chess game, the method further includes: Display a second undo control; After displaying the pre-planned first virtual chess piece lineup on the second virtual chessboard, the method further includes: In response to the target pre-planning operation for the first virtual chess piece lineup, the pre-planned second virtual chess piece lineup is displayed on the second virtual chessboard; In response to the triggering operation of the second undo control, the target pre-planning operation is canceled, and the second virtual chess piece lineup displayed on the second virtual chessboard is switched to the first virtual chess piece lineup.

13. The method according to claim 1, characterized in that, After displaying the second virtual chessboard for the auto chess game, the method further includes: Display the second reset control; In response to the pre-planning operation performed in the second virtual chessboard, after displaying the pre-planned first virtual chess piece lineup in the second virtual chessboard, the method further includes: In response to a trigger operation on the second reset control, all pre-planned operations performed in the second virtual chessboard are reset.

14. The method according to claim 1, characterized in that, After determining the first virtual chess piece lineup as the pre-planned virtual chess piece lineup for the next round, the method further includes: In the first virtual chessboard, a pre-planning identifier is displayed, which is used to identify the virtual chess piece lineup that has been pre-planned for the next round; In response to a trigger operation for the pre-planned identifier, a preview window is displayed, and the first virtual chess piece lineup after pre-planning is shown in the preview window.

15. The method according to claim 1, characterized in that, The second virtual chessboard includes a preparation area, and after displaying the second virtual chessboard for the auto chess game, the method further includes: The virtual pieces currently owned by the object are displayed in the preparation area of ​​the second virtual chessboard; The second virtual chessboard also includes a battle area, and the display of a pre-planned first virtual chess piece lineup on the second virtual chessboard in response to a pre-planning operation performed on the second virtual chessboard includes: In response to a move operation targeting at least one virtual piece in the preparation area, the at least one virtual piece is moved from the preparation area to the battle area; The virtual chess pieces in the battle area of ​​the second virtual chessboard are identified as the first virtual chess piece lineup.

16. The method according to claim 1, characterized in that, The method further includes: When the second virtual chessboard is displayed, if the remaining time of the battle phase is less than a preset time, a countdown for the remaining time of the battle phase is displayed. The step of determining the first virtual chess piece lineup as the pre-planned virtual chess piece lineup for the next round in response to the determination operation for the first virtual chess piece lineup includes: When the countdown reaches zero and no confirmation operation is received for the first virtual chess piece lineup, a lineup confirmation prompt message is displayed; The lineup confirmation prompt information is used to prompt that the first virtual chess piece lineup is determined as the pre-planned virtual chess piece lineup for the next round. In response to the confirmation instruction triggered based on the lineup confirmation prompt information, the first virtual chess piece lineup is determined as the pre-planned virtual chess piece lineup for the next round.

17. The method according to claim 1, characterized in that, When there is a pre-planned virtual chess piece lineup for the next round before the second virtual chessboard of the auto chess is displayed, and the pre-planned virtual chess piece lineup for the next round is a third virtual chess piece lineup, the step of displaying the second virtual chessboard of the auto chess in response to the trigger operation of the pre-planned control includes: In response to a trigger operation on the pre-planned control, a second virtual chessboard for the auto chess is displayed, and the third virtual chess piece lineup is displayed on the second virtual chessboard; The response to the pre-planning operation performed in the second virtual chessboard, displaying the pre-planned first virtual chess piece lineup in the second virtual chessboard, includes: In response to the pre-planning operation performed on the third virtual chess piece lineup in the second virtual chessboard, the pre-planned virtual chess piece lineup is determined as the first virtual chess piece lineup, and the pre-planned first virtual chess piece lineup is displayed in the second virtual chessboard.

18. The method according to claim 1, characterized in that, After displaying the second virtual chessboard for the auto chess game, the method further includes: The first synergy information is displayed on the second virtual chessboard. The first synergy information is used to indicate the lineup synergies in the current round of the target game. After displaying the pre-planned first virtual chess piece lineup on the second virtual chessboard, the method further includes: The second synergy information, as well as the difference information between the first synergy information and the second synergy information, are displayed on the second virtual chessboard. The second synergy information is used to indicate the synergy of the first virtual chess piece lineup, and the difference information includes the changed synergy entries.

19. The method according to claim 1, characterized in that, The pre-planned first virtual chess piece lineup is displayed in the first area of ​​the second virtual chessboard. After displaying the pre-planned first virtual chess piece lineup on the second virtual chessboard, the method further includes: Display pre-battle controls; In response to a trigger operation on the pre-battle control, the lineup of enemy virtual pieces participating in the current round of the target game is displayed in the second area of ​​the second virtual chessboard. The second virtual chessboard displays the process of the battle between the opposing virtual chess piece lineup and the first virtual chess piece lineup.

20. The method according to claim 1, characterized in that, After displaying the second virtual chessboard for the auto chess game, the method further includes: In the second virtual chessboard, at least one lineup label is displayed; Among them, different lineup tags correspond to different virtual chess piece lineups, and the at least one lineup tag includes a target lineup tag, which corresponds to the first virtual chess piece lineup. The response to the pre-planning operation performed in the second virtual chessboard, displaying the pre-planned first virtual chess piece lineup in the second virtual chessboard, includes: In response to a trigger operation on the target lineup tag, the pre-planned first virtual chess piece lineup is displayed on the second virtual chessboard.

21. The method according to claim 1, characterized in that, When the target game switches from the combat phase to the preparation phase for the next round, the first virtual chess piece lineup is displayed on the first virtual chessboard, including: When the target game switches from the battle phase to the preparation phase of the next round, a pre-planned animation is played. The pre-planned animation is used to show the process of switching from the virtual chess piece lineup participating in the battle in the current round to the first virtual chess piece lineup. When the pre-planned animation finishes playing, the first virtual chess piece lineup is displayed on the first virtual chessboard.

22. A processing device for a virtual chessboard in auto chess, characterized in that, The device includes: The display module is used to display the first virtual chessboard and pre-planning controls of the auto chess game when the target game is in the combat phase, and to display the lineup of virtual chess pieces participating in the combat in the current round of the target game on the first virtual chessboard. The display module is also configured to display the second virtual chessboard of the auto chess game in response to a trigger operation on the pre-planning control. The second virtual chessboard is used to pre-plan the virtual chess piece lineup for the next round in the target game during the battle phase. A pre-planning module is used to display the pre-planned first virtual chess piece lineup in the second virtual chessboard in response to the pre-planning operation performed in the second virtual chessboard. The determination module is used to respond to the determination operation for the first virtual chess piece lineup, determine the first virtual chess piece lineup as the pre-planned virtual chess piece lineup for the next round, and cancel the display of the second virtual chessboard; The display module is further configured to display the first virtual chess piece lineup on the first virtual chessboard when the target game switches from the battle phase to the preparation phase of the next round.

23. An electronic device, characterized in that, The electronic device includes: Memory is used to store executable instructions or computer programs. A processor, when executing computer-executable instructions or computer programs stored in the memory, implements the processing method for the virtual chessboard in Auto Chess as described in any one of claims 1 to 21.

24. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, the method for processing the virtual chessboard in Auto Chess as described in any one of claims 1 to 21 is implemented.

25. A computer program product comprising computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, the method for processing the virtual chessboard in Auto Chess as described in any one of claims 1 to 21 is implemented.