Method, device, computer device, and computer program for selling virtual pieces
The method and device for selling virtual pieces efficiently manage resource quantities, reducing storage needs and improving player strategy by associating consumable and discounted resources, thus optimizing virtual piece transactions.
Patent Information
- Application Number
- JP2025511404
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-11-15
- Filing Date
- 2023-10-07
- Publication Date
- 2025-09-02
- Estimated Expiration
- 2043-10-07
AI Technical Summary
Existing systems require large storage space to manage the correspondence between virtual pieces and currency amounts during purchase and sale, leading to inefficiencies.
A method and device for selling virtual pieces that associate the quantity of consumable and discounted resources, allowing for efficient storage and display of purchase and sale information without storing excessive data, and enabling intuitive understanding of currency amounts.
Reduces the need for large storage space by associating resource quantities between purchase and sale, facilitating easy understanding and memory of currency amounts, and enhancing gaming strategies.
Smart Images

Figure 2025528891000001_ABST
Abstract
Description
[Technical Field]
[0001] FIELD OF THE INVENTION The present application relates to the field of virtual environments, and more particularly to methods, devices, equipment, media, and program products for selling virtual pieces.
[0002] This application claims priority to a Chinese patent application filed on November 15, 2022, bearing application number 202211429037.7 and entitled "Method, device, equipment, medium, and program product for selling virtual pieces," the entire contents of which are incorporated herein by reference. [Background technology]
[0003] The Auto Chess game is a turn-based chess game in which a player must select virtual pieces (usually called "pieces") to play from among newly purchased or owned virtual pieces, and then automatically play against an opponent's lineup of virtual pieces.
[0004] In the related art, a player can purchase virtual pieces from a store to improve the basic level and skill effects of the virtual pieces they own. The player can also sell the virtual pieces to obtain a corresponding amount of currency. Different virtual pieces correspond to different amounts of currency when purchased and sold, and the same type of virtual pieces correspond to different amounts of currency when purchased and sold.
[0005] However, the related art devices need to store a large amount of correspondence between the virtual pieces and the amount of currency when buying and selling, which occupies a large amount of storage space. Summary of the Invention [Problem to be solved by the invention]
[0006] The present application provides a method, device, equipment, medium, and program product for selling virtual pieces. [Means for solving the problem]
[0007] According to one aspect of the present application, there is provided a method for selling virtual pieces, the method being executed by a computer device, the method comprising: In the process of the turn-based chess game, in response to a purchase operation of a virtual piece, displaying the quantity of consumable resources for purchasing the virtual piece, the quantity of the consumable resources corresponding to the quantity of discounted resources; a step of displaying sales information of the virtual piece in response to a sales operation for the owned virtual piece, the sales information being used to indicate the quantity of additional resources successfully sold for the virtual piece, and the quantity of discounted resources corresponding to the quantity of the additional resources being the same as the quantity of the discounted resources corresponding to the quantity of the consumed resources; and a step of displaying that the sale of the virtual piece was successful under the circumstances where the virtual piece is in a non-competitive state.
[0008] According to another aspect of the present application, there is provided a device for selling virtual pieces, the device comprising: a display module for displaying the quantity of consumable resources to purchase the virtual pieces in response to a purchase operation of the virtual pieces during the turn-based chess game, the quantity of the consumable resources corresponding to the quantity of discounted resources; the display module is used to display sales information of the virtual piece in response to a sales operation for the owned virtual piece, the sales information is used to indicate the quantity of additional resources successfully sold for the virtual piece, and the quantity of discount resources corresponding to the quantity of the additional resources is the same as the quantity of the discount resources corresponding to the quantity of the consumed resources; The display module is used to display that the virtual piece has been successfully sold when the virtual piece is not in a battle state.
[0009] According to another aspect of the present application, there is provided a computer device including a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to realize the above-mentioned method for selling virtual pieces.
[0010] According to another aspect of the present application, a computer-readable storage medium is provided, having a computer program stored therein, the computer program being loaded and executed by a processor to realize the above-described method for selling virtual pieces.
[0011] According to another aspect of the present application, there is provided a computer program product, the computer program product including computer instructions, the computer instructions being stored in a computer-readable storage medium, the computer instructions being acquired by a processor from the computer-readable storage medium, and the processor thereby realizing the above-described method for selling virtual pieces by loading and executing the computer instructions. [Effects of the Invention]
[0012] The beneficial effects of the technical solutions provided by the embodiments of the present application include at least the following:
[0013] By using the method provided by the embodiment of the present application, a computer device does not need to store a large amount of virtual resources corresponding to the purchase and sale of virtual pieces. Furthermore, the embodiment of the present application associates the virtual resource quantities between the purchase and sale of virtual pieces. When determining the quantity of discounted resources to purchase a virtual piece, the quantity of discounted resources to sell the virtual piece can also be determined, eliminating the need to occupy excessive storage space on the computer device. For example, if the quantity of discounted resources to purchase a virtual piece is 2 currencies, i.e., 2 currencies are saved when purchasing a virtual piece. In this case, the quantity of discounted resources corresponding to the sale of the virtual piece is also 2 currencies, i.e., 2 currencies are subtracted from the original number of currencies sold when the virtual piece is sold. The computer device only needs to store the original number of currencies sold corresponding to the virtual piece, and can further determine the actual number of currencies sold by selling the virtual piece based on the number of currencies saved when purchasing the virtual piece. The actual number of currencies sold is the original number of currencies sold minus the number of currencies saved when purchasing the virtual piece. By using the above solution, the computer device does not need to store the corresponding actual sales currency amounts under different purchasing situations of the virtual pieces, thereby achieving the effect of saving the storage space of the computer device. [Brief explanation of the drawings]
[0014] [Figure 1] 1 shows a structural block diagram of a computer system provided by one exemplary embodiment. [Figure 2] 1 shows a schematic diagram of a related art provided by one exemplary embodiment. [Figure 3] 1 shows a schematic diagram of a related art provided by one exemplary embodiment. [Figure 4] 1 shows a schematic diagram of a related art provided by one exemplary embodiment. [Figure 5] 1 shows a schematic diagram of a related art provided by one exemplary embodiment. [Figure 6] 1 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment. [Figure 7]1 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment. [Figure 8] 1 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment. [Figure 9] 1 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment. [Figure 10] 1 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment. [Figure 11] 1 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment. [Figure 12] 1 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment. [Figure 13] 1 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment. [Figure 14] 1 illustrates a schematic diagram of an interface for purchasing virtual pieces provided by one exemplary embodiment. [Figure 15] 1 shows a schematic diagram of an interface for selling virtual pieces provided by one exemplary embodiment. [Figure 16] 1 illustrates a schematic diagram of an interface provided by one exemplary embodiment for a successful sale of a virtual piece. [Figure 17] 1 shows a schematic diagram of an interface for selling virtual pieces provided by one exemplary embodiment. [Figure 18] 1 illustrates a schematic diagram of an interface provided by one exemplary embodiment for a successful sale of a virtual piece. [Figure 19] 1 illustrates a schematic diagram of an interface for purchasing virtual pieces provided by one exemplary embodiment. [Figure 20] 1 illustrates a schematic diagram of an interface provided by one exemplary embodiment for a successful sale of a virtual piece. [Figure 21] 1 illustrates a schematic diagram of an interface provided by one exemplary embodiment for a successful sale of a virtual piece. [Figure 22] 1 illustrates a schematic diagram of an upgrade reward interface provided by one exemplary embodiment. [Figure 23] 1 illustrates a schematic diagram of a talent information interface provided by one exemplary embodiment. [Figure 24] 1 illustrates a schematic diagram of a virtual skill interface provided by one exemplary embodiment. [Figure 25] 1 shows a schematic diagram of a gain type interface provided by one exemplary embodiment. [Figure 26] 1 illustrates a schematic diagram of an interface for purchasing virtual pieces provided by one exemplary embodiment. [Figure 27] 1 illustrates a schematic diagram of an interface provided by one exemplary embodiment for a successful sale of a virtual piece. [Figure 28] 1 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment. [Figure 29] 1 shows a structural block diagram of a virtual piece vending device provided by one exemplary embodiment. [Figure 30] 1 illustrates a structural block diagram of a computer device provided by one exemplary embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0015] First, the nouns involved in the embodiments of the present application will be briefly introduced.
[0016] Auto Chess: A general term for a type of electronic strategy turn-based board game. The basic game rules are that players select and combine different types of pieces by extracting pieces, then place them on their own chessboard. Finally, the system automatically battles with other players' pieces. The player whose pieces remain alive until the end wins the turn. The loser of each turn has a certain number of hit points deducted, and this process is repeated until only one player remains alive.
[0017] Chessboard: Refers to the area used for preparing for and playing a match in the Auto Chess game interface. It may be any of a 2D virtual chessboard, a 2.5D virtual chessboard, and a 3D virtual chessboard, but the present application does not limit this to this. The chessboard is divided into a match area and a battle preparation area. Here, the match area includes multiple battle grids of the same size, which are used to place battle pieces during the match process. The battle preparation area includes multiple battle preparation grids, which are used to place battle preparation pieces. These battle preparation pieces do not participate in the match during the match process, but can be dragged and placed in the match area during the preparation phase. Players can sell, enter, and reserve pieces in the battle preparation area, and there is a limit to the number of pieces in the battle preparation area.
[0018] For example, regarding the grid configuration in the battle area, in one possible embodiment, the battle area includes n (rows) x m (columns) battle grids, where n is an integer multiple of 2, and two adjacent rows of grids are aligned or staggered. The battle area is also divided into two equal parts according to the rows, which are the friendly battle area and the enemy battle area, and in the preparation stage, the user can only place pieces in the friendly battle area.
[0019] Virtual piece: Refers to a piece placed on the chessboard in an auto chess game, and includes a fighting virtual piece and a battle-ready virtual piece, where a fighting virtual piece is a virtual piece located in the fighting area, and a battle-ready virtual piece is a virtual piece located in the battle-ready area.
[0020] Optionally, when different virtual pieces in the battle area have the same attribute and the quantity reaches a preset value (also called a bond), the battle virtual pieces with that attribute or all the battle virtual pieces in the battle area can all acquire a gain effect corresponding to that attribute. For example, when two battle virtual pieces with the warrior attribute are included in the battle area at the same time, all the battle virtual pieces acquire a 10% defensive power boost, when four battle virtual pieces with the warrior attribute are included in the battle area at the same time, all the battle virtual pieces acquire a 20% defensive power boost, and when three battle virtual pieces with the spirit attribute are included in the battle area at the same time, all the battle virtual pieces acquire a 20% evasion probability boost.
[0021] Currency: A basic resource (virtual resource) used to purchase pieces, upgrades, and refresh the store during a game. Each turn, you can obtain a fixed amount of basic currency and 10% interest on your current currency (the maximum interest rate is 5, and there is no interest when the currency is less than 10). When you win or fail consecutively, you can obtain additional currency based on the number of consecutive wins (losses).
[0022] Attributes: Based on different types of pieces, each type of piece has different attributes, and different pieces can have the same attributes, and the attributes include at least one of quality and star number. Here, quality is an inherent attribute of a piece and remains fixed. Star number is a non-inherent attribute of a piece, and a piece can improve its star number by increasing its star number. After increasing its star number, the basic attribute and skill strength of the piece will be significantly improved, and the maximum star number of a piece is 3 stars.
[0023] Quality: Refers to the unique attributes of a piece. Based on the rarity and skill of the piece, the piece can be divided into 1 / 2 / 3 / 4 / 5 quality levels, which have different purchase prices in game stores, respectively 1 / 2 / 3 / 4 / 5 currency.
[0024] Star Upgrade: When three identical pieces (of the same star number and quality) are possessed on the chessboard or in the battle preparation area, the pieces will automatically combine to form a piece with a higher star number, without affecting the quality of the higher-star pieces. This process is called star upgrade. For example, when possessing three identical 1-star 1-grade pieces, the stars will automatically be upgraded to 2-star 1-grade pieces. After possessing three identical 2-star 1-grade pieces, the stars will automatically be upgraded to 3-star 1-grade pieces. The maximum star number for a piece is 3 stars, and a total of nine 1-star pieces are required to upgrade to a 3-star piece. After star upgrading, the basic attributes and skill strength of the pieces will be significantly improved. Note that players can purchase 1-star pieces at game stores, but 2-star and 3-star pieces cannot be purchased directly.
[0025] 1 shows a structural block diagram of a computer system 100 provided by one exemplary embodiment of the present application, which includes a first terminal 120, a server 140, and a second terminal 160.
[0026] An application program for a turn-based chess game, for example, an auto-chess type game application, is installed and running on the first terminal 120. The first terminal 120 is a terminal used by a first user, and the first user uses the first terminal 120 to purchase new virtual pieces or sell virtual pieces that they own in the preparation stage and / or the game stage of a game, or the first user uses the first terminal 120 in the preparation stage of a game to place opposing virtual pieces in a game area of a chessboard, and the first terminal 120 automatically controls the opposing virtual pieces to battle based on the attributes, skills, and placement of the opposing virtual pieces in the game area in the game stage.
[0027] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.
[0028] The server 140 may include at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. For example, the server 140 may include a processor 144 and a memory 142. The memory 142 may further include a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 may receive a request from a client terminal, such as a confirmation request for confirming the lineup of the opponent's virtual pieces. The control module 1422 may control the rendering of the virtual environment screen. The sending module 1423 may send a response to the client terminal, such as sending the lineup of the opponent's virtual pieces to the client terminal. The server 140 may provide background services for a turn-based chess game application program. Alternatively, the server 140 may perform the main computational tasks, and the first terminal 120 and the second terminal 160 may perform the secondary computational tasks, or the server 140 may perform the secondary computational tasks, and the first terminal 120 and the second terminal 160 may perform the main computational tasks, or a distributed computing architecture may be used to perform collaborative computing among the three parties of the server 140, the first terminal 120, and the second terminal 160.
[0029] An application program for a turn-based chess game, for example, an auto-chess type game application, is installed and running on the second terminal 160. The second terminal 160 is a terminal used by a second user, and the second user uses the second terminal 160 to purchase new virtual pieces or sell virtual pieces that they own in the preparation stage and / or the battle stage of the game, or the second user uses the second terminal 160 in the preparation stage of the game to place the opposing virtual pieces in the battle area of the chessboard, and the second terminal 160 automatically controls the opposing virtual pieces to battle based on the attributes, skills, and placement of the opposing virtual pieces in the game area in the battle stage.
[0030] Optionally, the competing virtual pieces placed by the first user via the first terminal 120 and the second user via the second terminal 160 are located in different competing areas on the same chessboard, i.e., the first user and the second user are in the same game.
[0031] Optionally, the application programs installed on the first terminal 120 and the second terminal 160 may be the same, or the application programs installed on the two terminals may be the same type of application programs on different control system platforms. The first terminal 120 may refer to one of multiple terminals, and the second terminal 160 may refer to one of multiple terminals. This embodiment will be described using only the first terminal 120 and the second terminal 160 as an example. The device types of the first terminal 120 and the second terminal 160 may be the same or different, and the device types may include at least one of a smartphone, a tablet PC, an e-book reader, a digital player, a laptop portable computer, and a desktop computer. In the following embodiment, the terminal will be described using a smartphone as an example.
[0032] As can be known by those skilled in the art, the number of terminals may be more or less. For example, the number of terminals may be only one (i.e., a user plays against an AI), or the number of terminals may be eight (1v1v1v1v1v1v1v1, where eight users play in a cyclical manner and a selection is made to finally determine a winner), or the number may be more. The embodiments of the present application are not limited by the number and device types of terminals.
[0033] In some embodiments, reference is made to schematic diagrams of related art shown in Figures 2, 3, and 4. As shown in Figure 2, in the schematic diagram of a display interface 200 of a game store, multiple virtual pieces that a player can purchase are displayed, with the names of the virtual pieces displayed in a display area 201, and the amount of resources required to purchase the virtual pieces, i.e., the amount of currency to be used, being used to represent the purchase price, in order to purchase a 1-star 1 quality virtual piece, 1 currency is required to purchase a 1-star 2 quality virtual piece, 2 currencies are required to purchase a 1-star 3 quality virtual piece, 3 currencies are required to purchase a 1-star 4 quality virtual piece, 4 currencies are required to purchase a 1-star 5 quality virtual piece, and 5 currencies are required to purchase a 1-star 5 quality virtual piece.
[0034] During the preparation stage or the battle stage, players can sell any of their virtual pieces. As shown in FIG. 3 , in a schematic diagram of a display interface 300 during the battle stage, a display area 301 displays the amount of additional resources (i.e., the amount of currency) that can be obtained by selling the virtual pieces owned by the player, and this is used to represent the selling price. When selling, a 1-star virtual piece is sold at its original purchase price. A 1-star 1-quality virtual piece can be sold to obtain 1 currency, a 1-star 2-quality virtual piece can be sold to obtain 2 currency, a 1-star 3-quality virtual piece can be sold to obtain 3 currency, a 1-star 4-quality virtual piece can be sold to obtain 4 currency, and a 1-star 5-quality virtual piece can be sold to obtain 5 currency. The display area 301 in FIG. 3 indicates that a player can sell a 1-star 2-quality virtual piece to obtain 2 currency.
[0035] However, after the star level of a virtual piece is increased, the amount of currency earned by selling it will result in a certain loss. Selling a 2-star 1 quality virtual piece will earn 3 currency, selling a 2-star 2 quality virtual piece will earn 5 currency, selling a 2-star 3 quality virtual piece will earn 8 currency, selling a 2-star 4 quality virtual piece will earn 11 currency, and selling a 2-star 5 quality virtual piece will earn 14 currency. Selling a 3-star 1 quality virtual piece will earn 8 currency, selling a 3-star 2 quality virtual piece will earn 17 currency, selling a 3-star 3 quality virtual piece will earn 28 currency, selling a 3-star 4 quality virtual piece will earn 35 currency, and selling a 3-star 5 quality virtual piece will earn 44 currency. Display area 302 in FIG. 4 indicates that a player can earn 5 currency by selling a 2-star 2 quality virtual piece.
[0036] In some other embodiments, reference is made to the schematic diagram of the related art shown in FIG. 5. As shown in FIG. 5, the schematic diagram of a display interface 400 displays a plurality of virtual pieces owned by a player, and a display area 401 displays the amount of currency that can be obtained by selling the virtual pieces, which is used to represent the selling price. To purchase virtual pieces of 1-star 1 quality, 1-star 2 quality, 1-star 3 quality, 1-star 4 quality, 1-star 5 quality, and 1-star 6 quality, three currencies are required. When selling virtual pieces of 1 quality, 2 quality, 3 quality, 4 quality, 5 quality, and 6 quality, one currency can be obtained by selling each of them, regardless of whether the virtual pieces have been upgraded in star rating.
[0037] In the related art, different virtual pieces correspond to different amounts of currency when purchased and sold, and the purchase and sale of the same virtual piece also correspond to different amounts of currency. For example, the selling price of some virtual pieces is a certain loss compared to the purchase price, and the selling price of some virtual objects is the same as the purchase price. For computer devices, it is necessary to store a large amount of correspondence between the virtual pieces and the amounts of currency when purchased and sold, which occupies a large amount of memory space.
[0038] To address the above-mentioned problems, the present embodiment provides a method for selling virtual pieces, which associates the currency amounts between the purchase and sale of virtual pieces, without occupying excessive memory space, and allows players to easily understand and remember the currency amounts for the purchase and sale of virtual pieces, which further helps players adjust their game strategies.
[0039] FIG. 6 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present application, which may be executed by a computer device, for example, the computer device may be the first terminal 120 or the second terminal 160 shown in FIG. 1 , and is described as an example in which the method is applied to the first terminal 120 or a turn-based chess application program installed on the first terminal 120, or the second terminal 160 or a turn-based chess application program installed on the second terminal 160, and the method includes the following steps:
[0040] Step 520: In the process of the turn-based chess game, in response to the operation of purchasing a virtual piece, display the quantity of the consumed resource for purchasing the virtual piece, where the quantity of the consumed resource corresponds to the quantity of the discounted resource.
[0041] The purchase operation is an operation in which the player purchases a virtual piece from a game store, and the purchase operation may be a tap operation on the virtual piece to be purchased.
[0042] Resources refer to virtual resources in a game, and resources include at least one of currency and virtual currency.
[0043] The quantity of consumable resources is the amount of currency consumed (or used) when purchasing a virtual piece, and the quantity of consumable resources is used to represent the purchase price of the virtual piece.
[0044] The quantity of discounted resources corresponding to the quantity of consumed resources refers to the quantity of discounted (or saved) currency corresponding to the virtual pieces to be purchased, and the quantity of discounted resources is used to represent the discounted purchase price of the virtual pieces, which is less than or equal to the original purchase price.
[0045] In some embodiments, the quantity of the consumed resource is determined based on the quantity of the base resource of the virtual piece and the quantity of the discounted resource.
[0046] The quantity of the base resource of a virtual piece refers to the original purchase price set for the corresponding virtual piece at the basic level. At the basic level, the original selling price and the original purchase price of the virtual piece are the same.
[0047] For example, the quantity of consumed resources is the difference between the quantity of the base resource and the quantity of the discounted resource of the virtual piece, i.e., quantity of consumed resources = quantity of base resource - quantity of discounted resource.
[0048] Optionally, in the course of the turn-based chess game, in response to a purchase operation of a virtual piece, the quantity of consumed resources for purchasing the virtual piece is displayed, and the quantity of consumed resources corresponds to the quantity of discounted resources.
[0049] For example, the original purchase price of a virtual piece is 3 currency, the amount of currency used by a player to purchase the virtual piece is 2 currency, and the amount of discounted resources is 1 currency, that is, the amount of consumed resources of the virtual object is 2 currency, and the amount of discounted resources corresponding to the amount of consumed resources is 1 currency.
[0050] In some embodiments, a player may purchase virtual pieces either in the preparation stage or the battle stage of each turn of the game, or a player may purchase virtual pieces in the preparation stage or the battle stage of a previous turn of the game and not purchase virtual pieces in the current turn, and this embodiment is not limited thereto.
[0051] In some embodiments, the method further includes, in response to a purchase operation of the virtual piece, displaying a quantity of the consumable resource for purchasing the virtual piece, and indicating a successful purchase of the virtual piece in a situation where the quantity of the stock resource is greater than or equal to the quantity of the consumable resource.
[0052] The inventory resource quantity is used to represent the total amount of currency that a player owns. A purchase is successful when the amount of currency that a player owns is greater than or equal to the amount of currency used to purchase virtual pieces.
[0053] In some embodiments, the method further comprises displaying the updated quantity of the inventory resource after the virtual piece is successfully purchased.
[0054] In some embodiments, the virtual pieces purchased by a player are basic-level virtual pieces. Assume that the level of a virtual piece is determined according to the star number and quality of the virtual piece, and that there are three star numbers and five quality levels for virtual pieces. The basic-level virtual pieces are 1-star, 1 / 2 / 3 / 4 / 5-quality virtual pieces.
[0055] Step 540: In response to a sales operation for the owned virtual piece, display sales information for the virtual piece, where the sales information is used to indicate the quantity of additional resources successfully sold for the virtual piece, and the quantity of discounted resources corresponding to the quantity of additional resources is the same as the quantity of discounted resources corresponding to the quantity of consumed resources.
[0056] The selling operation is an operation for selling a virtual piece owned by a player. The owned virtual piece may be a basic level virtual piece purchased from a game store, or may be a virtual piece whose star number has been automatically increased; this embodiment does not limit this.
[0057] The quantity of additional resources is the amount of currency that can be obtained when selling a virtual piece, and the quantity of additional resources is used to represent the selling price of the virtual piece.
[0058] The quantity of discounted resources corresponding to the quantity of additional resources refers to the quantity of discount currency corresponding to the virtual pieces being sold, and the quantity of discounted resources is used to represent the sales discount price of the virtual pieces, which is less than or equal to the original sales price.
[0059] Sales information refers to information displayed when selling a virtual piece, and is used to indicate the quantity of additional resources successfully sold for the virtual piece, and the sales information includes the quantity of additional resources for the virtual piece.
[0060] In some embodiments, the sales information further includes a level of the virtual piece, with different levels of the virtual piece corresponding to different quantities of additional resources.
[0061] In some embodiments, displaying sales information for a virtual piece may be displaying the level of the virtual piece and the quantity of the corresponding additional resource under that level of the virtual piece.
[0062] In some embodiments, the quantity of the discounted resource corresponding to the quantity of the additional resource is the same as the quantity of the discounted resource corresponding to the quantity of the consumed resource.
[0063] For example, the original purchase price of a virtual piece is 3 currencies, and the original selling price is 3 currencies. When a player purchases the virtual piece, the amount of currency used is 2 currencies, i.e., the amount of consumable resources of the virtual object is 2 currencies, and the amount of discounted resources corresponding to the amount of consumable resources is 1 currencies. In this case, when a player sells the virtual piece, the amount of discounted resources corresponding to the amount of additional resources is the same as the amount of discounted resources corresponding to the amount of consumable resources, i.e., when selling, it is necessary to discount 1 currency according to the original selling price, i.e., the selling price is 2 currencies.
[0064] Step 560: When the virtual piece is in a non-competitive state, it is displayed that the virtual piece has been successfully sold.
[0065] The non-playing state means that the virtual piece is not in the process of playing in the current turn.
[0066] For example, when the virtual piece is not in a battle state, it is displayed that the virtual piece has been successfully sold.
[0067] In some embodiments, the method further comprises displaying an updated quantity of the inventory resource after a successful sale of the virtual piece.
[0068] As described above, the virtual piece sales method provided by the embodiment of the present application eliminates the need for a computer device to store large amounts of virtual resources corresponding to the purchase and sale of virtual pieces. Furthermore, the embodiment of the present application associates the virtual resource quantities between the purchase and sale of virtual pieces, and when determining the quantity of discount resources to purchase a virtual piece, the quantity of discount resources to sell the virtual piece can also be determined, eliminating the need to occupy excessive memory space on the computer device. Furthermore, players can easily understand and remember the virtual resource quantities for the purchase and sale of virtual pieces, further helping players adjust their game strategies and improving their gaming experience.
[0069] In some embodiments, FIG. 7 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present application, and step 540 can be implemented as the following step 550.
[0070] Step 550: Display the level of the virtual piece and the quantity of the corresponding additional resources under the level of the virtual piece, where the level is determined based on at least one attribute information of the virtual piece, including the star number and quality.
[0071] In some embodiments, displaying sales information of the virtual piece may be displaying the level of the virtual piece and the quantity of corresponding additional resources under that level of the virtual piece, where the level is determined based on at least one of attribute information of the virtual piece, such as the number of stars and quality.
[0072] In some embodiments, the star level of a virtual piece is determined by the star number. For example, assume that there are three star numbers and five quality levels for virtual pieces. A one-star virtual piece is level 1, and after being upgraded, a two-star virtual piece is level 2, and after being upgraded again, a three-star virtual piece is level 3. That is, a virtual piece has three levels, each of which further includes five quality levels.
[0073] In some other embodiments, the level of a virtual piece is determined jointly by the number of stars and the quality. For example, assume that there are three types of star numbers and five types of quality for virtual pieces. A virtual piece with 1 star (1 / 2 / 3 / 4 / 5 quality) corresponds to levels 1 / 2 / 3 / 4 / 5. After the number of stars is increased, a virtual piece with 2 stars (1 / 2 / 3 / 4 / 5 quality) corresponds to levels 6 / 7 / 8 / 9 / 10. After the number of stars is increased again, a virtual piece with 3 stars (1 / 2 / 3 / 4 / 5 quality) corresponds to levels 11 / 12 / 13 / 14 / 15. That is, the virtual piece has 15 levels.
[0074] In this embodiment, by displaying the level of the virtual piece and the corresponding quantity of additional resources at that level of the virtual piece, the correspondence between the level of the virtual piece and the quantity of additional resources can be intuitively displayed, which helps players adjust their game strategies.
[0075] In some embodiments, FIG. 7 illustrates a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present application, where step 550 may further include step 551.
[0076] Step 551: Under the circumstance where the quantity of the discount resource is zero and the level of the virtual piece is the basic level, display the basic level of the virtual piece and the quantity of the corresponding additional resource under the basic level of the virtual piece, where the quantity of the additional resource is the same as the quantity of the corresponding standard resource under the basic level of the virtual piece.
[0077] The levels of virtual pieces include the basic level, which is the level without any star upgrades. Assume that there are three types of star numbers and five types of quality for virtual pieces. The basic level virtual pieces are 1 star 1 / 2 / 3 / 4 / 5 quality virtual pieces.
[0078] The quantity of the corresponding reference resource at the base level of the virtual piece is used to represent the corresponding set original selling price at the base level of the virtual piece.
[0079] For example, the quantity of the discounted resource is zero, i.e., the virtual piece is purchased at the original purchase price at the base level, the selling price of the virtual piece at the base level is the original selling price, and the quantity of the additional resource corresponding to the virtual piece at the base level is the same as the quantity of the standard resource corresponding to the virtual piece at the base level.
[0080] For example, suppose there are three types of star numbers and five types of quality for virtual pieces. The original purchase price corresponding to 1-star 1 / 2 / 3 / 4 / 5 quality virtual pieces is 1 / 2 / 3 / 4 / 5 currency. To purchase 1-star 1 / 2 / 3 / 4 / 5 quality virtual pieces, 1 / 2 / 3 / 4 / 5 currency is used, and 1-star 1 / 2 / 3 / 4 / 5 quality virtual pieces can be sold to obtain 1 / 2 / 3 / 4 / 5 currency.
[0081] In some embodiments, FIG. 7 illustrates a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present application, where step 550 can further include step 552.
[0082] Step 552: Under the circumstance where the quantity of the discount resource is zero and the level of the virtual piece is an enhanced level, display the enhanced level of the virtual piece and the quantity of the corresponding additional resource under the enhanced level of the virtual piece, where the quantity of the additional resource is an integer multiple of the quantity of the corresponding standard resource under the basic level of the virtual piece.
[0083] The level of a virtual piece includes the enhanced level, which is the level after the star number is increased. Assume that there are three types of star numbers and five types of quality for virtual pieces. If the basic level virtual piece is a 1-star 1 / 2 / 3 / 4 / 5 quality virtual piece, the enhanced level virtual piece is a 2-star 1 / 2 / 3 / 4 / 5 quality virtual piece, or a 3-star 1 / 2 / 3 / 4 / 5 quality virtual piece.
[0084] For example, the quantity of the discounted resources is zero, i.e., the virtual piece is purchased at the original purchase price at the basic level, while the selling price of the virtual piece at the enhanced level is an integer multiple of the original selling price, i.e., the quantity of the additional resources corresponding to the enhanced level of the virtual piece is an integer multiple of the quantity of the standard resources corresponding to the basic level of the virtual piece.
[0085] For example, suppose there are three star levels and five quality levels for virtual pieces. The original purchase price for a 1-star 1 / 2 / 3 / 4 / 5 quality virtual piece is 1 / 2 / 3 / 4 / 5 currency. Purchasing a 1-star 1 / 2 / 3 / 4 / 5 quality virtual piece requires 1 / 2 / 3 / 4 / 5 currency, respectively. Selling a 1-star 1 / 2 / 3 / 4 / 5 quality virtual piece will earn 1 / 2 / 3 / 4 / 5 currency. In this embodiment, under the setting of an upgrade reward mechanism, selling a 2-star 1 / 2 / 3 / 4 / 5 quality virtual piece after upgrading its star level will earn 1 / 2 / 3 / 4 / 5 currency, which is twice the amount earned by selling a corresponding 1-star virtual piece. After the star rating is increased again, selling a 3-star 1 / 2 / 3 / 4 / 5 quality virtual piece will earn you 3 / 6 / 9 / 12 / 15 currency, which is three times more than selling a corresponding 1-star virtual piece.
[0086] In some embodiments, FIG. 7 illustrates a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present application, where step 550 may further include step 553.
[0087] Step 553: Under the circumstance that the quantity of the discounted virtual resource is greater than zero and the level of the virtual piece is the basic level, display the basic level of the virtual piece and the quantity of the corresponding additional resource under the basic level of the virtual piece, where the quantity of the additional resource is the difference between the quantity of the corresponding standard resource under the basic level of the virtual piece and the quantity of the discounted resource.
[0088] For example, the quantity of the discounted resources is greater than zero, i.e., the virtual piece is purchased at a discounted purchase price less than the original purchase price at the base level. At this time, the selling price of the virtual piece at the base level is the original selling price minus the discounted price. That is, the quantity of the additional resources corresponding to the virtual piece at the base level is the difference between the quantity of the standard resources and the quantity of the discounted resources corresponding to the virtual piece at the base level.
[0089] For example, suppose there are three star levels and five quality levels for virtual pieces, the original purchase price for a 1-star 2-quality virtual piece is 2 currencies, and only 1 currency is used to purchase the 1-star 2-quality virtual piece. The 1-star 2-quality virtual piece can also be sold for 2 currencies, with 1 currency subtracted, i.e., the 1-star 2-quality virtual piece is sold for only 1 currency.
[0090] In some embodiments, FIG. 7 illustrates a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present application, where step 550 can further include step 554.
[0091] Step 554: Under the circumstance that the quantity of discounted virtual resources is greater than zero and the level of the virtual piece is an enhanced level, display the enhanced level of the virtual piece and the quantity of corresponding additional resources under the enhanced level of the virtual piece, where the quantity of additional resources is the difference between the quantity of corresponding standard resources under the enhanced level of the virtual piece and the quantity of all discounted resources saved by obtaining the virtual piece, and the quantity of corresponding standard resources under the enhanced level of the virtual piece is an integer multiple of the quantity of corresponding standard resources under the basic level of the virtual piece.
[0092] That is, the quantity of the above additional resources is the difference between the first quantity and the second quantity, where the first quantity is the quantity of the corresponding standard resources under the enhanced level of the virtual piece, the second quantity is the quantity of all discounted resources saved by acquiring the virtual piece, and the first quantity is an integer multiple of the quantity of the corresponding standard resources under the basic level of the virtual piece.
[0093] For example, the quantity of discounted resources is greater than zero, i.e., the virtual piece is purchased at a discounted purchase price less than the original purchase price at the base level. At this time, the selling price of the virtual piece at the enhanced level is the original selling price minus all the discounted prices saved. That is, the quantity of additional resources corresponding to the virtual piece at the enhanced level is the difference between the quantity of the corresponding base resources at the enhanced level of the virtual piece and the quantity of all the discounted resources saved by acquiring the virtual piece.
[0094] For example, assume that there are three star levels and five quality levels for virtual pieces. The original purchase price for a 1-star 2-quality virtual piece is 2 currency, and three 1-star 2-quality virtual pieces can be upgraded. Purchasing the first 1-star 2-quality virtual piece requires only 1 currency, purchasing the second 1-star 2-quality virtual piece requires only 1 currency, and purchasing the third 1-star 2-quality virtual piece requires 2 currency, saving a total of 2 currency. After upgrading the star level, a 2-star 2-quality virtual piece can be obtained. Selling the 2-star 2-quality virtual piece also requires deducting 2 currency based on the fact that it was originally sellable for 2 currency, i.e., the 2-star 2-quality virtual piece is sold for 0 currency.
[0095] In some embodiments, the displayed quantity of additional resources corresponding to successful sales of virtual pieces is greater than or equal to 0. In situations where the quantity of additional resources is less than 0, the quantity of additional resources is displayed as 0.
[0096] In some embodiments, FIG. 8 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present application, which may further include the following steps:
[0097] Step 570: In response to the virtual piece satisfying the upgrade condition, the upgraded virtual piece is displayed.
[0098] Upgrading is the process of merging N identical virtual pieces into a higher level virtual piece when you have N identical virtual pieces in the game, where N is a positive integer. Upgrading generally refers to increasing the number of stars, for example, from 1 star to 2 stars, or from 2 stars to 3 stars.
[0099] In this embodiment, N is set to 3, and the upgrade condition is to have three identical virtual pieces, where the same virtual pieces refer to the virtual pieces having the same star number and quality.
[0100] In response to satisfying the upgrade condition of the virtual piece, the upgraded virtual piece is selectively displayed, i.e., the level of the upgraded virtual piece is an enhanced level.
[0101] Step 580: Under the circumstance that the virtual pieces being sold are upgraded virtual pieces, display the quantity of additional resources corresponding to the upgraded virtual pieces, where upgrading is the process of N identical virtual pieces being synthesized into higher level virtual pieces when owning N identical virtual pieces in the game, where N is a positive integer.
[0102] For example, in a situation where the virtual pieces being sold are upgraded virtual pieces, the quantity of additional resources corresponding to the upgraded virtual pieces is displayed.
[0103] Optionally, when the quantity of discounted resources is zero, displaying the quantity of additional resources corresponding to the upgraded virtual piece means displaying the quantity of the corresponding additional resources under the enhanced level of the virtual piece, where the quantity of additional resources is an integer multiple of the quantity of the corresponding standard resources under the basic level of the virtual piece.
[0104] Optionally, under the circumstance where the quantity of discounted virtual resources is greater than zero, displaying the quantity of additional resources corresponding to the upgraded virtual piece, i.e., displaying the quantity of corresponding additional resources under the enhanced level of the virtual piece, where the quantity of additional resources is the difference between the quantity of corresponding standard resources under the enhanced level of the virtual piece and the quantity of all discounted resources saved by acquiring the virtual piece, and the quantity of corresponding standard resources under the enhanced level of the virtual piece is an integer multiple of the quantity of corresponding standard resources under the basic level of the virtual piece.
[0105] In this embodiment, the computer device can determine the quantity of discounted resources when selling virtual pieces based on the quantity of discounted resources when purchasing virtual pieces, and the calculation steps are simple. Furthermore, the computer device does not need to store the quantities of virtual resources corresponding to the purchase and sale of different virtual pieces, which effectively saves storage space.
[0106] In some embodiments, FIG. 9 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present application, which may further include the following steps:
[0107] Step 571: In response to satisfying an upgrade condition for the virtual piece, display an upgrade award, the upgrade award including one of another virtual piece or a virtual cash voucher.
[0108] In some embodiments, the Auto Chess game of this embodiment further includes an upgrade reward mechanism. Illustratively, in response to satisfying an upgrade condition for a virtual piece, an upgrade reward is displayed, and the upgrade reward includes one of another virtual piece or a virtual cash voucher.
[0109] Optionally, the other virtual pieces are randomly placed in the background. The other virtual pieces are any virtual pieces that match the base level of the virtual piece. The virtual cash voucher refers to a cash voucher that matches the amount of the corresponding reference resource under the base level of the virtual piece.
[0110] For example, suppose there are three star levels and five quality levels for virtual pieces. A 1-star 2-quality virtual piece can be sold for two currencies. After owning three 1-star 2-quality virtual pieces, you can upgrade the star level to a 2-star 2-quality virtual piece and obtain another 1-star 2-quality virtual piece or a virtual gold voucher.
[0111] In some embodiments, in response to satisfying an upgrade condition for the virtual piece, an upgrade award is displayed, the upgrade award including one of another virtual piece or a virtual cash voucher. In response to a selection of the upgrade award, the upgrade award is obtained.
[0112] Step 581: When selling other virtual pieces or virtual cash vouchers, display the quantity of the corresponding standard resources at the basic level of the virtual pieces, where the quantities of the additional resources corresponding to the other virtual pieces and the virtual cash vouchers are the same as the quantity of the corresponding standard resources at the basic level of the virtual pieces.
[0113] That is, the quantity of additional resources corresponding to other virtual pieces and the quantity of additional resources corresponding to each virtual cash voucher are the same as the quantity of the corresponding standard resources at the basic level of the virtual piece.
[0114] For example, the quantity of the additional resources corresponding to each of the other virtual pieces and the virtual cash voucher is the same as the quantity of the corresponding standard resources at the basic level of the virtual piece.
[0115] For example, suppose there are three types of star levels and five types of quality for virtual pieces. A 1-star, 2-quality virtual piece can be sold for two currencies. After owning three 1-star, 2-quality virtual pieces, you can upgrade the star level to a 2-star, 2-quality virtual piece and obtain one other 1-star, 2-quality virtual piece or one virtual gold voucher. After selling the virtual gold voucher, you can obtain two currencies, and after selling another 1-star, 2-quality virtual piece, you can obtain two currencies.
[0116] In this embodiment, when the virtual pieces are upgraded (the number of stars increases), an upgrade reward is also set, which enriches the human-computer interaction form. Furthermore, since the upgrade reward is associated with the virtual pieces, the computer device does not need to additionally store the amount of virtual resources corresponding to other virtual pieces or virtual coupons obtained by selling the upgrade reward, which can save the storage resources of the computer device to a certain extent.
[0117] In some embodiments, FIG. 10 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present application, and step 540 can be implemented as the following step 541 or step 542.
[0118] Step 541: In response to a tap operation on the sales interface for the owned virtual piece, sales information for the virtual piece is displayed.
[0119] For example, each owned virtual piece corresponds to a sales interface, and sales information of the virtual piece is displayed in the sales interface.
[0120] In response to a tap operation on the sales interface of the owned virtual piece, sales information of the virtual piece is selectively displayed, the sales information including the level of the virtual piece and the quantity of the corresponding additional resource under the level of the virtual piece.
[0121] Step 542: In response to dragging the owned virtual piece to the sales area, sales information for the virtual piece is displayed.
[0122] For example, a sales area is set on the chessboard of the game, and the sales area can be set in any position area of the chessboard.
[0123] In response to a user selectively dragging a virtual piece that the user owns to the sales area, sales information for the virtual piece is displayed, the sales information including the quantity of additional resources corresponding to the virtual piece.
[0124] In this embodiment, multiple forms are provided for selling owned virtual pieces and displaying sales information of virtual pieces, allowing players to select based on their actual technical needs. The forms of human-computer interaction are relatively rich, contributing to an improved gaming experience for players.
[0125] In some embodiments, FIG. 11 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present application, which further includes the following steps:
[0126] Step 710: In the course of a turn-based chess game, purchase virtual pieces from a game store.
[0127] Optionally, a player can purchase virtual pieces from a game store during the course of a turn-based chess game, and the purchased virtual pieces are basic level virtual pieces.
[0128] Step 720: Determine the quantity of discounted resources corresponding to the quantity of consumed resources of the virtual piece.
[0129] For example, determining the quantity of discounted resources corresponding to the quantity of consumed resources of a virtual piece is to determine the discounted resources saved by purchasing the virtual piece.
[0130] Optionally, the quantity of consumed resources of a virtual piece is the difference between the quantity of base resources and the quantity of discounted resources of the virtual piece, i.e., the quantity of discounted resources is the difference between the quantity of base resources and the quantity of consumed resources of the virtual piece.
[0131] In some embodiments, the quantity of discounted resources corresponding to different types of virtual pieces may be different and may need to be specifically determined based on the quantity of resources consumed when actually purchasing the virtual pieces.
[0132] Step 730: Under the circumstances of selling virtual pieces, determine the quantity of additional resources successfully sold for the virtual pieces, where the quantity of discounted resources corresponding to the quantity of additional resources is the same as the quantity of discounted resources corresponding to the quantity of consumed resources.
[0133] For example, in the case of selling virtual pieces, the quantity of additional resources successfully sold for the virtual pieces is determined, and the quantity of discounted resources corresponding to the quantity of additional resources is the same as the quantity of discounted resources corresponding to the quantity of consumed resources. For example, if one currency is saved based on the original purchase price when purchasing a virtual piece, one currency needs to be discounted based on the original selling price when selling the virtual piece.
[0134] In some embodiments, FIG. 12 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present application, which further includes the following steps:
[0135] Step 740: Under the circumstances where the virtual piece upgrade condition is satisfied, an upgraded virtual piece is obtained.
[0136] Upgrading is the process of merging N identical virtual pieces into a higher level virtual piece when you have N identical virtual pieces in the game, where N is a positive integer. Upgrading generally refers to increasing the number of stars, for example, from 1 star to 2 stars, or from 2 stars to 3 stars.
[0137] In this embodiment, N is set to 3, and the upgrade condition is to have three identical virtual pieces, where the same virtual pieces refer to the virtual pieces having the same star number and quality.
[0138] For example, an upgraded virtual piece is obtained under the circumstances where the upgrade condition of the virtual piece is satisfied.
[0139] Step 750: Under the circumstance that the virtual piece to be sold is an upgraded virtual piece, determine the quantity of additional resources successfully sold for the upgraded virtual piece, where the quantity of discounted resources corresponding to the quantity of additional resources is the same as the quantity of all discounted resources corresponding to the acquisition of the upgraded virtual piece.
[0140] Illustratively, under the circumstance that the virtual pieces to be sold are upgraded virtual pieces, the quantity of additional resources successfully sold for the upgraded virtual pieces is determined, where the quantity of discounted resources corresponding to the quantity of additional resources is the same as the quantity of all discounted resources corresponding to the acquisition of the upgraded virtual pieces.
[0141] Optionally, under the circumstance that the quantity of the discounted resource is zero, the quantity of the additional resource of the virtual piece after the upgrade is an integer multiple of the quantity of the corresponding standard resource under the basic level of the virtual piece.
[0142] Optionally, under the circumstance where the quantity of discounted virtual resources is greater than zero, the quantity of additional resources of the virtual piece after upgrading is the difference between the quantity of the corresponding base resources under the enhanced level of the virtual piece and the quantity of all discounted resources saved by acquiring the virtual piece, and the quantity of the corresponding base resources under the enhanced level of the virtual piece is an integer multiple of the quantity of the corresponding base resources under the basic level of the virtual piece.
[0143] Using the above embodiment, the background of the computer equipment can quickly determine the quantity of discounted resources corresponding to the quantity of resources consumed by the virtual piece, and determine the quantity of additional resources successfully sold for the virtual piece, and the calculation method is relatively simple and efficient.
[0144] In some embodiments, FIG. 13 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present application, where step 720 can be implemented as step 721, step 722, or step 723.
[0145] Step 721: Determine the quantity of discount resources corresponding to the quantity of consumed resources of the virtual piece according to the talent information of the master virtual piece.
[0146] The master virtual piece is the player character, and the player can select the character they will play before starting the game. Talent information is one of the attribute information of the master virtual piece, and different types of master virtual pieces have different talent information. For some talents, the amount of resources consumed when purchasing virtual pieces can be changed.
[0147] Optionally, the quantity of discounted resources corresponding to the quantity of consumed resources of the virtual piece is determined based on the talent information of the master virtual piece.
[0148] For example, the talent information of the master virtual piece is "XX discount", and for this talent information, the quantity of discount resources is 1, that is, 1 currency is saved when the player purchases the virtual piece he owns in the game store.
[0149] Step 722: Determine the quantity of discount resources corresponding to the quantity of consumed resources of the virtual piece according to the virtual skill used by the master virtual piece during the battle.
[0150] Virtual skills refer to the skills that the master virtual piece unlocks during the battle process.
[0151] Optionally, the quantity of discounted resources corresponding to the quantity of consumed resources of the virtual pieces is determined based on the virtual skills used by the master virtual piece during the battle. In some embodiments, the quantity of discounted resources corresponding to virtual pieces of different qualities is different.
[0152] For example, the virtual skill released by the master virtual piece during the battle is "Skill A." After the battle begins, this virtual skill can randomly copy two enemy virtual pieces, obtain corresponding 1-star virtual pieces, and place them in the battle preparation area. The corresponding quantity of discount resources varies depending on the quality of the virtual pieces. For example, the corresponding quantity of discount resources for 1 / 2 / 3 / 4 / 5-quality virtual pieces is 0 / 1 / 2 / 3 / 4, respectively.
[0153] Step 723: Determine the quantity of discount resources corresponding to the quantity of consumed resources of the virtual piece according to the gain type that the master virtual piece gets after winning the battle.
[0154] The gain type refers to the addition that the master virtual piece gains after winning the battle.
[0155] Selectably, the quantity of discounted resources corresponding to the quantity of consumed resources of the virtual piece is determined based on the gain type that the master virtual piece obtains after winning the battle.
[0156] For example, in the case of "Gain Type A", after winning the battle, the master virtual piece will obtain a certain amount of "XX old coins", which can be used to purchase virtual pieces corresponding to this gain type in the game store, i.e., to purchase virtual pieces of "Gain Type A". The quantity of "XX old coins" is the quantity of discount resources to purchase virtual pieces of "Gain Type A".
[0157] In this embodiment, the background of the computer device can determine the quantity of the discount resources of the virtual pieces based on the actual situation of the game, and can improve the accuracy of the determined value.
[0158] The method for selling virtual pieces provided in the embodiment of the present application will be described in detail using an application to an auto chess game as an example. In this embodiment, the virtual pieces are "heroes." Heroes include three types of star ratings: 1 star, 2 stars, and 3 stars, and each type of star rating includes five qualities: 1, 2, 3, 4, and 5.
[0159] 14 is a schematic diagram of an interface for purchasing virtual pieces provided by one exemplary embodiment. A game store display interface 600 displays multiple heroes that a player can purchase, and a display area 601 displays the amount of consumable resources required to purchase the heroes, i.e., four currencies are required to purchase 5 heroes. A display area 602 displays the amount of inventory resources of the player, i.e., the player owns 57 currencies. The amount of inventory resources is greater than the amount of consumable resources, i.e., the player can purchase 5 heroes.
[0160] FIG. 15 is a schematic diagram of an interface for selling virtual pieces provided by one exemplary embodiment. Assume that purchasing a 1-star 1 / 2 / 3 / 4 / 5-quality hero requires 1 / 2 / 3 / 4 / 5 units of currency, respectively. When sold, 2-star 1 / 2 / 3 / 4 / 5-quality heroes correspond to sales interfaces (1) to (5), respectively. In each hero sales interface, the hero's star number is displayed in display area 603, and the amount of additional resources successfully sold for the hero is displayed in display area 604. That is, the amount of additional resources corresponding to the successful sale of a 2-star 1 / 2 / 3 / 4 / 5-quality hero is 1 / 2 / 3 / 4 / 5 units of currency, respectively, which is used to conform to the upgrade reward mechanism set in this embodiment.
[0161] 16 is a schematic diagram of an interface for successfully selling a virtual piece provided by one exemplary embodiment. A display area 605 of the display interface 610 indicates that three currencies can be obtained when a two-star, three-quality hero is successfully sold. The terminal responds by dragging the hero to the sales area, and the sale can be completed when the player releases their hand.
[0162] FIG. 17 is a schematic diagram of an interface for selling virtual pieces provided by one exemplary embodiment. Assume that purchasing a 1-star 1 / 2 / 3 / 4 / 5-quality hero requires the use of 1 / 2 / 3 / 4 / 5 units of currency, respectively. When sold, 3-star 1 / 2 / 3 / 4 / 5-quality heroes correspond to sales interfaces (1) to (5), respectively. In each hero sales interface, the hero's star number is displayed in display area 606, and the quantity of additional resources successfully sold for the hero is displayed in display area 607. That is, the quantity of additional resources corresponding to the successful sale of a 3-star 1 / 2 / 3 / 4 / 5-quality hero is 3 / 6 / 9 / 12 / 15 units of currency, respectively.
[0163] 18 is a schematic diagram of an interface for successfully selling a virtual piece provided by one exemplary embodiment. In the display area 608 of the display interface 620, it is displayed that 15 currency can be obtained by successfully selling a 3-star, 5-quality hero. The terminal responds to the player dragging the hero to the sales area, and the sale can be completed when the player releases their hand.
[0164] FIG. 19 is a schematic diagram of an interface for purchasing virtual pieces provided by an exemplary embodiment. A game store display interface 630 displays multiple heroes available for purchase by a player, and a display area 631 displays the amount of resources consumed to purchase the heroes. Compared with FIG. 14 , the amount of resources consumed corresponds to the amount of discounted resources. FIG. 14 displays that two currencies are required to purchase a 1-star, 2-quality hero 3, while FIG. 19 displays that only one currency is required to purchase a 1-star, 2-quality hero 3, thus saving one currency. A display area 632 further displays the number of heroes owned by the player at their base level. The display area 632 also indicates that the player owns one 1-star hero 4, allowing the player to easily adjust their purchasing strategy based on the heroes they own.
[0165] 20 is a schematic diagram of an interface for successfully selling a virtual piece provided by one exemplary embodiment. In the display area 633, it is displayed that when the 1-star, 2-quality Hero 3 purchased in FIG. 19 is successfully sold, 1 currency can be obtained.
[0166] FIG. 21 shows a schematic diagram of an interface provided by one exemplary embodiment for successfully selling a virtual piece. If a player purchases a first 1-star, 2-quality Hero 3 for the original price of 2 currencies, then purchases a second 1-star, 2-quality Hero 3 for 1 currencies, and then purchases a third 1-star, 2-quality Hero 3 for 1 currencies, the player's star rating will increase to a 2-star, 2-quality Hero 3 and the player will receive a 2-quality virtual gold voucher. When selling the 2-star, 2-quality Hero 3, the discount is 2 currencies. If the original selling price is 2 currencies, the actual selling price is 0 currencies, as displayed in display area 634 of FIG. 21. The selling price of the 2-quality virtual gold voucher remains unchanged at 2 currencies.
[0167] FIG. 22 shows a schematic diagram of an upgrade reward interface provided by one exemplary embodiment. This embodiment implements an upgrade reward mechanism. When a 1-star, 2-quality hero 3 is upgraded to a 2-star, 2-quality hero 3, an upgrade reward is simultaneously displayed on the display interface 640. The upgrade reward includes any N other 1-star, 2-quality virtual heroes and one 2-quality virtual cash voucher, and the player can select one of them. N may be 3. The display area 641 displays the original selling price corresponding to each other virtual hero, and the display area 644 displays the number of this hero at the player's base level. The display area 642 displays the number of currency that can be obtained by selling the virtual cash voucher. The selling price of the 2-quality virtual cash voucher remains the same for the 2-currency.
[0168] 23 shows a schematic diagram of a talent information interface provided by one exemplary embodiment. In the display area 651 of the display interface 650, the talent information of the master hero is displayed as "XX discount", which means that the player can save 1 currency when purchasing the hero they own in the game store.
[0169] 24 shows a schematic diagram of a virtual skill interface provided by one exemplary embodiment. A display area 661 of the display interface 660 displays the virtual skills that the master hero unlocks during the battle. After the current turn's battle begins, the virtual skills randomly copy two enemy heroes, acquire corresponding 1-star heroes, and place them in the battle preparation area. 1 / 2 / 3 / 4 / 5-quality heroes correspond to 0 / 1 / 2 / 3 / 4 currency discounts, respectively.
[0170] 25 is a schematic diagram of a gain type interface provided by one exemplary embodiment. Display interface 670 displays information about "Gain Type A," such as that displayed in area 672, after winning the battle. The Master Hero will obtain three "XX Coins," which can be used to purchase "Gain Type A" heroes in the game store. The quantity of "XX Coins" represents the discount.
[0171] 26 is a schematic diagram of an interface for purchasing virtual pieces provided by one exemplary embodiment. A display area 681 of a game store display interface 680 indicates that two currencies are required to purchase a 1-star, 3-quality "Gain Type A" Hero 3, and a display area 682 indicates that the quantity of "XX old currency" is 2, which means that only one currency is required to purchase the 1-star, 3-quality "Gain Type A" Hero 3.
[0172] When combining one 2-star 3-quality "Gain Type A" Hero 3 with three 1-star 3-quality "Gain Type A" Hero 3s, each purchased for 1 currency, 2 currencies, and 3 currencies, one 2-star 3-quality "Gain Type A" Hero 3 and one 3-quality virtual gold voucher are obtained. FIG. 27 is a schematic diagram of an interface provided by one exemplary embodiment for successfully selling a virtual piece. A display area 691 of the display interface 690 indicates that 3-2=1 currency can be obtained when selling the 2-star 3-quality "Gain Type A" Hero 3.
[0173] 28 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment. For the background side of the terminal, the steps to be performed are as follows:
[0174] Step 801: Obtain a hero whose quality is N, and the hero is a 1-star hero.
[0175] Step 802: Determine whether the purchase price of the hero includes a discount. If the purchase price includes a discount (the purchase price is smaller than the original purchase price), proceed to step 804; if the purchase price does not include a discount (the purchase price is equal to the original purchase price), proceed to step 803.
[0176] Step 803: Record the purchase price of the hero as N.
[0177] Step 804: Record the discount for that hero as X (X is written as a negative value), and proceed to step 805.
[0178] Step 805: Determine whether the hero meets the upgrade condition. If the upgrade condition (having three of the same heroes) is met, proceed to step 807; if the upgrade condition is not met, proceed to step 806.
[0179] Step 806: Place the hero in the battle preparation area.
[0180] Step 807: Obtain two other hero discounts Y and Z (Y and Z are also noted as negative values), and proceed to step 808.
[0181] Step 808: Determine whether N+X+Y+Z is less than 0; if N+X+Y+Z is less than 0, proceed to step 809; if N+X+Y+Z is greater than or equal to 0, proceed to step 810.
[0182] Step 809: Determine that the selling price of the upgraded hero is 0.
[0183] Step 810: Determine that the selling price of the upgraded hero is N+X+Y+Z.
[0184] As described above, the virtual piece sales method provided by the embodiment of the present application eliminates the need for a computer device to store a large amount of virtual resources corresponding to the purchase and sale of virtual pieces, and associates the virtual resource quantities between the purchase and sale of virtual pieces. The amount of discounted resources for sales can be determined when the amount of discounted resources for purchase is determined, eliminating the need to occupy excessive memory space. Furthermore, players can easily understand and remember the amounts of virtual resources for purchase and sale of virtual pieces, which helps players adjust their game strategies and improves their gaming experience.
[0185] FIG. 29 shows a structural block diagram of a virtual piece selling device provided by one exemplary embodiment of the present application, where the virtual piece selling device 900 includes a display module 910 .
[0186] The display module 910 is used to display the quantity of consumable resources to purchase the virtual pieces in response to the purchase operation of the virtual pieces during the turn-based chess game, and the quantity of the consumable resources corresponds to the quantity of discounted resources.
[0187] The display module 910 is used to display sales information of the virtual piece in response to a sales operation for the owned virtual piece, and the sales information is used to indicate the quantity of additional resources successfully sold for the virtual piece, and the quantity of discounted resources corresponding to the quantity of the additional resources is the same as the quantity of discounted resources corresponding to the quantity of the consumed resources.
[0188] The display module 910 is used to display that the virtual piece has been successfully sold when the virtual piece is not in a battle state.
[0189] In some embodiments, the display module 910 includes: Used to display the level of the virtual piece and the quantity of the corresponding additional resource under the level of the virtual piece; Here, the level is determined based on at least one attribute information of the number of stars and quality of the virtual piece.
[0190] In some embodiments, the display module 910 includes: When the quantity of the discount resource is zero and the level of the virtual piece is the basic level, the display is used to display the basic level of the virtual piece and the quantity of the corresponding additional resource under the basic level of the virtual piece; Here, the quantity of the additional resources is the same as the quantity of the corresponding reference resources under the basic level of the virtual piece.
[0191] In some embodiments, the display module 910 includes: When the quantity of the discount resource is zero and the level of the virtual piece is an enhanced level, the display is used to display the enhanced level of the virtual piece and the quantity of the additional resource corresponding to the enhanced level of the virtual piece; Here, the quantity of the additional resources is an integer multiple of the quantity of the corresponding reference resources under the basic level of the virtual piece.
[0192] In some embodiments, the display module 910 includes: When the quantity of the discounted virtual resource is greater than zero and the level of the virtual piece is the basic level, the discounted virtual resource is used to display the basic level of the virtual piece and the quantity of the corresponding additional resource under the basic level of the virtual piece; Here, the quantity of the additional resource is the difference between the quantity of the corresponding standard resource under the basic level of the virtual piece and the quantity of the discount resource.
[0193] In some embodiments, the display module 910 includes: When the quantity of the discounted virtual resources is greater than zero and the level of the virtual piece is an enhanced level, the quantity of the additional resources corresponding to the enhanced level of the virtual piece is displayed; Here, the quantity of the additional resources is the difference between the quantity of the corresponding standard resources under the enhanced level of the virtual piece and the quantity of all discounted resources saved by acquiring the virtual piece, and the quantity of the corresponding standard resources under the enhanced level of the virtual piece is an integer multiple of the quantity of the corresponding standard resources under the basic level of the virtual piece; or the quantity of the additional resources is the difference between a first quantity and a second quantity, where the first quantity is the quantity of the corresponding standard resources under the enhanced level of the virtual piece and the second quantity is the quantity of all discounted resources saved by acquiring the virtual piece, and the first quantity is an integer multiple of the quantity of the corresponding standard resources under the basic level of the virtual piece.
[0194] In some embodiments, the display module 910 further comprises: displaying the upgraded virtual piece in response to the virtual piece satisfying the upgrade condition; When the virtual pieces being sold are the upgraded virtual pieces, displaying the quantity of the additional resources corresponding to the upgraded virtual pieces; Here, the upgrading is a process in which, when a player has N identical virtual pieces in the game, the N identical virtual pieces are synthesized into virtual pieces of a higher level, where N is a positive integer.
[0195] In some embodiments, the display module 910 further comprises: displaying an upgrade award in response to satisfying the upgrade condition for the virtual piece, the upgrade award including one of another virtual piece or a virtual cash voucher; In the situation where the other virtual piece is sold or the virtual voucher is sold, displaying the quantity of the corresponding reference resource under the basic level of the virtual piece; Here, the quantity of the additional resources corresponding to the other virtual pieces and the virtual coupons is the same as the quantity of the corresponding standard resources at the basic level of the virtual pieces, or the quantity of the additional resources corresponding to the other virtual pieces and the quantity of the additional resources corresponding to the virtual coupons is the same as the quantity of the corresponding standard resources at the basic level of the virtual pieces.
[0196] In some embodiments, the display module 910 further comprises: The sales information of the virtual piece is displayed in response to a tap operation on the sales interface of the virtual piece owned by the player.
[0197] In some embodiments, the display module 910 further comprises: In response to dragging the owned virtual piece to the sales area, the sales information of the virtual piece is displayed.
[0198] In some embodiments, the virtual piece vending device 900 further includes a processing module 920 .
[0199] In some embodiments, the processing module 920: Purchasing the virtual pieces from a game store during the turn-based chess game; determining a quantity of the discounted resource corresponding to a quantity of the consumed resource of the virtual piece; In the situation where the virtual pieces are sold, determining the quantity of the additional resources that have been successfully sold; Here, the quantity of the discounted resources corresponding to the quantity of the additional resources is the same as the quantity of the discounted resources corresponding to the quantity of the consumable resources.
[0200] In some embodiments, the processing module 920: Obtaining an upgraded virtual piece under the condition that the upgrade condition of the virtual piece is satisfied; and determining the quantity of the additional resources successfully sold for the upgraded virtual pieces in a situation where the virtual pieces sold are the upgraded virtual pieces; Here, the quantity of the discount resources corresponding to the quantity of the additional resources is the same as the quantity of all the discount resources corresponding to the acquisition of the upgraded virtual pieces.
[0201] In some embodiments, the processing module 920: The talent information of the master virtual piece is used to determine the quantity of the discount resource corresponding to the quantity of the consumption resource of the virtual piece.
[0202] In some embodiments, the processing module 920: The quantity of the discounted resources corresponding to the quantity of the consumed resources of the virtual piece is determined based on the virtual skills used by the master virtual piece during the battle.
[0203] In some embodiments, the processing module 920: The amount of the discounted resources corresponding to the amount of the consumed resources of the virtual piece is determined based on the gain type that the master virtual piece obtains after winning the battle.
[0204] FIG. 30 shows a structural block diagram of a computer device provided by one exemplary embodiment of the present application.
[0205] The computing device 1000 may be a portable mobile terminal, such as a smartphone, a tablet PC, an MP3 player (Moving Picture Experts Group Audio Layer III), and an MP4 (Moving Picture Experts Group Audio Layer IV) player. The computing device 1000 may also be referred to by other names, such as user equipment and a portable terminal.
[0206] Typically, the computing device 1000 includes a processor 1001 and a memory 1002 .
[0207] The processor 1001 may include one or more processing cores, such as a 4-core processor and an 8-core processor. The processor 1001 may be implemented using at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field Programmable Gate Array), or a PLA (Programmable Logic Array). The processor 1001 may include a main processor and a coprocessor. The main processor is a processor used to process data in a wake state and is also called a CPU (Central Processing Unit). The coprocessor is a low-power processor used to process data in a standby state. In some embodiments, the processor 1001 may be integrated with a GPU (Graphics Processing Unit), which is used to render and draw content that needs to be displayed on a display screen. In some embodiments, the processor 1001 may further include an AI (Artificial Intelligence) processor, which is used to process calculation operations related to machine learning.
[0208] The memory 1002 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1002 may further include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1002 may be used to store at least one instruction, which may be executed by the processor 1001 to implement the method for selling virtual pieces provided in the embodiments of the present application.
[0209] In some embodiments, the computing device 1000 further optionally includes a peripheral port 1003 and at least one peripheral device, such as a radio frequency circuit 1004, a touch display screen 1005, a camera 1006, an audio circuit 1007, and a power source 1008.
[0210] The peripheral port 1003 may be used to connect at least one peripheral associated with I / O (Input / Output) to the processor 1001 and the memory 1002. In some embodiments, the processor 1001, the memory 1002, and the peripheral port 1003 are integrated on the same chip or circuit board, and in some other embodiments, any one or two of the processor 1001, the memory 1002, and the peripheral port 1003 may be implemented on a single chip or circuit board, and this embodiment is not limited thereto.
[0211] The radio frequency circuit 1004 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1004 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 1004 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 1004 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and the like. The radio frequency circuit 1004 can communicate with other terminals via at least one wireless communication protocol, including, but not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or wireless fidelity (WiFi) networks. In some embodiments, the radio frequency circuitry 1004 may further include circuitry related to Near Field Communication (NFC), although the present application is not limited thereto.
[0212] The touch display screen 1005 is used to display a user interface (UI). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1005 is also capable of collecting touch signals on or above the surface of the touch display screen 1005. The touch signals may be input as control signals to the processor 1001 for processing. The touch display screen 1005 may be used to provide soft buttons and / or virtual buttons, also called soft keyboards, and / or virtual keyboards. In some embodiments, there may be one touch display screen 1005 located on the front panel of the computer device 1000. In other embodiments, there may be at least two touch display screens 1005 located on different surfaces of the computer device 1000 or designed to be foldable. In some embodiments, the touch display screen 1005 may be a flexible display screen located on a curved or foldable surface of the computer device 1000. Furthermore, the touch display screen 1005 may be installed in a non-rectangular, irregular shape, i.e., an irregularly shaped screen. The touch display screen 1005 may be manufactured using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0213] The camera component 1006 is used to collect images or videos. Optionally, the camera component 1006 includes a front camera and a rear camera. Typically, the front camera is used for video calls or self-portraits, and the rear camera is used for taking photos or videos. In some embodiments, there are at least two rear cameras, each of which may be a main camera, a depth-of-field camera, or a wide-angle camera. The main camera and the depth-of-field camera may be combined to achieve a background blur function, and the main camera and the wide-angle camera may be combined to achieve panoramic photography and virtual reality (VR) photography. In some embodiments, the camera component 1006 may further include a flash lamp. The flash lamp may be a single-color temperature flash lamp or a dual-color temperature flash lamp. A dual-color temperature flash lamp refers to a combination of a warm-color flash lamp and a cool-color flash lamp, and can be used to compensate for light beams under different color temperatures.
[0214] The audio circuit 1007 is used to provide an audio port between the user and the computer device 1000. The audio circuit 1007 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment and convert the sound waves into electrical signals that are input to the processor 1001 for processing or to the radio frequency circuit 1004 for voice communication. For the purpose of stereophonic collection or noise reduction, multiple microphones may be installed at different locations on the computer device 1000. The microphone may also be an array microphone or an omnidirectional collecting microphone. The speaker is used to convert electrical signals from the processor 1001 or the radio frequency circuit 1004 into sound waves. The speaker may be a conventional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves that humans can hear, but also convert electrical signals into sound waves that humans cannot hear for purposes such as distance measurement. In some embodiments, the audio circuitry 1007 may further include a headphone jack.
[0215] The power source 1008 is used to power each component in the computing device 1000. The power source 1008 may be AC, DC, a disposable battery, or a rechargeable battery. When the power source 1008 includes a rechargeable battery, the rechargeable battery may be a wired or wirelessly rechargeable battery. A wired rechargeable battery is a battery that is recharged via a wired line, and a wirelessly rechargeable battery is a battery that is recharged via a wireless coil. The rechargeable battery may also be used to support fast charging technology.
[0216] In some embodiments, the computing device 1000 further includes one or more sensors 1009, including, but not limited to, an acceleration sensor 1010, a gyro sensor 1011, a pressure sensor 1012, an optical sensor 1013, and a proximity sensor 1014.
[0217] The acceleration sensor 1010 can detect the magnitude of acceleration in three coordinate axes of a coordinate system established by the computing device 1000. For example, the acceleration sensor 1010 can be used to detect components of gravitational acceleration in three coordinate axes. The processor 1001 can control the touch display screen 1005 to display a user interface in a landscape view or a portrait view based on the gravitational acceleration signals collected by the acceleration sensor 1010. The acceleration sensor 1010 can also be used in games or to collect user movement data.
[0218] The gyro sensor 1011 can detect the orientation and rotation angle of the body of the computer device 1000, and in cooperation with the acceleration sensor 1010, can collect the 3D motion of the user relative to the computer device 1000. Based on the data collected by the gyro sensor 1011, the processor 1001 can realize functions such as motion sensing (e.g., changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0219] The pressure sensor 1012 may be installed on a side frame of the computer device 1000 and / or below the touch display screen 1005. When the pressure sensor 1012 is installed on the side frame of the computer device 1000, it can detect a user's grip signal on the computer device 1000 and perform left / right hand recognition or shortcut operations based on the grip signal. When the pressure sensor 1012 is installed below the touch display screen 1005, it can realize control of operable control members in the UI interface based on the user's pressure operation on the touch display screen 1005. The operable control members include at least one of a button control member, a scroll bar control member, an icon control member, and a menu control member.
[0220] The optical sensor 1013 is used to collect ambient light intensity. In one embodiment, the processor 1001 can control the display brightness of the touch display screen 1005 based on the ambient light intensity collected by the optical sensor 1013. Specifically, when the ambient light intensity is relatively high, the display brightness of the touch display screen 1005 is increased, and when the ambient light intensity is relatively low, the display brightness of the touch display screen 1005 is decreased. In another embodiment, the processor 1001 can further dynamically adjust the shooting parameters of the camera component 1006 based on the ambient light intensity collected by the optical sensor 1013.
[0221] The proximity sensor 1014, also called a distance sensor, is typically installed on the front of the computing device 1000. The proximity sensor 1014 is used to collect the distance between the user and the front of the computing device 1000. In one embodiment, when the proximity sensor 1014 detects that the distance between the user and the front of the computing device 1000 is gradually decreasing, the processor 1001 controls the touch display screen 1005 to switch from an on state to an off state, and when the proximity sensor 1014 detects that the distance between the user and the front of the computing device 1000 is gradually increasing, the processor 1001 controls the touch display screen 1005 to switch from an off state to an on state.
[0222] As will be appreciated by those skilled in the art, the structure shown in FIG. 30 does not constitute a limitation on the computing device 1000, which may include more or fewer components than those shown, or may combine certain components, or may be configured with different components.
[0223] In an exemplary embodiment, an embodiment of the present application provides a chip, the chip including a programmable logic circuit and / or program instructions, which, when operating in a computer device, is used to implement the method for selling virtual pieces provided by the embodiment of the method.
[0224] An embodiment of the present application provides a computer-readable storage medium, in which a computer program is stored, and the computer program is loaded and executed by a processor to realize the method for selling virtual pieces provided by the embodiment of the method.
[0225] An embodiment of the present application provides a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium, and a processor of a computer device reads the computer instructions from the computer-readable storage medium, whereby the processor loads and executes the method for selling virtual pieces provided by the embodiment of the method.
[0226] The numbers of the above embodiments of the present application are for descriptive purposes only and do not indicate superiority or inferiority of the embodiments.
[0227] As can be understood by those skilled in the art, the realization of all or part of the steps in the above embodiments may be completed by hardware, or may be completed by issuing instructions to related hardware by a program, and the above program may be stored in a type of computer-readable storage medium, and the above-mentioned computer-readable storage medium may be a read-only memory, a magnetic disk, an optical disk, etc.
[0228] As will be appreciated by those skilled in the art, in one or more examples above, the functions described in the embodiments of the present application can be implemented in hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored on or transmitted as one or more instructions or code on a computer-readable medium. Computer-readable media include computer storage media and communication media, where communication media includes any medium that facilitates transfer of a computer program from one place to another. Storage media may be any available medium that can be accessed by a general-purpose or special-purpose computer. [Explanation of symbols]
[0229] 100 Computer Systems 120 Terminal 1 140 servers 142 memory 144 processors 160 Terminal 2 200 Display Interface 201, 202 display area 300 Display Interface 301, 302 display area 400 Display Interface 401 Display area 600 display interface 601~608 Display area 610 Display Interface 620 Display Interface 630 Display Interface 631~624 Display area 640 Display Interface 641 Display area 642 Display area 644 Display area 650 display interface 651 Display area 660 display interface 661 Display area 670 Display Interface 672 areas 680 Display Interface 681 Display area 682 Display area 690 Display Interface 691 Display area 900 Vending Machine 910 Display Module 920 Processing Module 1000 Computer Equipment 1001 processor 1002 memory 1003 Peripheral Port 1004 Radio Frequency Circuits 1005 Touch Display Screen 1006 Camera 1006 Camera Component 1007 Audio Circuit 1008 Power supply 1009 Sensor 1010 Acceleration Sensor 1011 Gyro Sensor 1012 Pressure Sensor 1013 Optical Sensor 1014 Proximity Sensor 1421 Receiver Module 1422 Control Module 1423 Transmit Module
Claims
1. A method for selling virtual pieces, the method being executed by a computer device, the method comprising: In the process of the turn-based chess game, in response to a purchase operation of a virtual piece, displaying the quantity of consumable resources for purchasing the virtual piece, the quantity of the consumable resources corresponding to the quantity of discounted resources; a step of displaying sales information of the virtual piece in response to a sales operation for the owned virtual piece, the sales information being used to indicate the quantity of additional resources successfully sold for the virtual piece, and the quantity of discounted resources corresponding to the quantity of the additional resources being the same as the quantity of the discounted resources corresponding to the quantity of the consumed resources; and a step of displaying that the sale of the virtual piece has been successful under circumstances in which the virtual piece is in a non-competitive state.
2. The step of displaying sales information of the virtual pieces includes: displaying the level of the virtual piece and the corresponding quantity of the additional resource under the level of the virtual piece; The method according to claim 1, wherein the level is determined based on at least one of attribute information of the number of stars and quality of the virtual piece.
3. The step of displaying the level of the virtual piece and the quantity of the corresponding additional resource under the level of the virtual piece includes: When the quantity of the discount resource is zero and the level of the virtual piece is a basic level, displaying the basic level of the virtual piece and the quantity of the corresponding additional resource under the basic level of the virtual piece is included; The method of claim 2 , wherein the quantity of the additional resource is the same as the quantity of the corresponding reference resource under the base level of the virtual piece.
4. The step of displaying the level of the virtual piece and the quantity of the corresponding additional resource under the level of the virtual piece includes: When the quantity of the discount resource is zero and the level of the virtual piece is an enhanced level, displaying the enhanced level of the virtual piece and the quantity of the additional resource corresponding to the enhanced level of the virtual piece; The method according to claim 2 or 3, wherein the quantity of the additional resource is an integer multiple of the quantity of the corresponding standard resource under the basic level of the virtual piece.
5. The step of displaying the level of the virtual piece and the quantity of the corresponding additional resource under the level of the virtual piece includes: When the quantity of the discounted virtual resource is greater than zero and the level of the virtual piece is a basic level, displaying the basic level of the virtual piece and the quantity of the corresponding additional resource under the basic level of the virtual piece; The method according to any one of claims 2 to 4, wherein the quantity of the additional resource is the difference between the quantity of the corresponding standard resource under the basic level of the virtual piece and the quantity of the discounted resource.
6. The step of displaying the level of the virtual piece and the quantity of the corresponding additional resource under the level of the virtual piece includes: When the quantity of the discounted virtual resource is greater than zero and the level of the virtual piece is an enhanced level, displaying the enhanced level of the virtual piece and the quantity of the additional resource corresponding to the enhanced level of the virtual piece; Here, the quantity of the additional resource is the difference between a first quantity and a second quantity, the first quantity being the quantity of the corresponding standard resource under the enhanced level of the virtual piece, the second quantity being the quantity of all discounted resources saved by acquiring the virtual piece, and the first quantity being an integer multiple of the quantity of the corresponding standard resource under the basic level of the virtual piece.
7. The method comprises: displaying the upgraded virtual piece in response to the virtual piece satisfying an upgrade condition; and when the virtual piece being sold is the upgraded virtual piece, displaying the quantity of the additional resources corresponding to the upgraded virtual piece; The method according to claim 4 or 6, wherein the upgrading is a process in which, when a player owns N identical virtual pieces in a game, the N identical virtual pieces are combined into virtual pieces of a higher level, and N is a positive integer.
8. The method comprises: displaying an upgrade award in response to the virtual piece satisfying the upgrade condition, the upgrade award including one of another virtual piece or a virtual cash voucher; and displaying the quantity of the corresponding reference resource under the basic level of the virtual piece when selling the other virtual piece or when selling the virtual cash voucher; The method according to claim 7, wherein the quantity of the additional resources corresponding to the other virtual pieces and the quantity of the additional resources corresponding to the virtual cash voucher are both the same as the quantity of the corresponding standard resources under the basic level of the virtual pieces.
9. The step of displaying sales information of the virtual piece in response to a sales operation for the owned virtual piece includes: displaying the sales information of the virtual piece in response to a tap operation on the sales interface of the owned virtual piece; or The method according to any one of claims 1 to 8, further comprising the step of displaying the sales information of the virtual piece in response to dragging the owned virtual piece to a sales area.
10. The method comprises: purchasing the virtual pieces from a game store during a turn-based chess game; determining a quantity of the discounted resource corresponding to a quantity of the consumed resource of the virtual piece; and determining the quantity of the additional resources that have been successfully sold in the context of the sale of the virtual pieces; The method according to any one of claims 1 to 9, wherein the quantity of the discounted resource corresponding to the quantity of the additional resource is the same as the quantity of the discounted resource corresponding to the quantity of the consumable resource.
11. The method comprises: obtaining an upgraded virtual piece under the condition that the upgrade condition of the virtual piece is satisfied; In a situation where the virtual piece to be sold is the upgraded virtual piece, determining the quantity of the additional resources successfully sold for the upgraded virtual piece, The method of claim 10 , wherein the quantity of discounted resources corresponding to the quantity of the additional resources is the same as the quantity of all discounted resources corresponding to the acquisition of the upgraded virtual pieces.
12. The method comprises: determining the quantity of the discounted resource corresponding to the quantity of the consumed resource of the virtual piece based on the talent information of the master virtual piece; determining the quantity of the discounted resources corresponding to the quantity of the consumed resources of the virtual pieces according to the virtual skills used by the master virtual pieces in the battle process; or The method of claim 10 , further comprising: determining the quantity of the discounted resource corresponding to the quantity of the consumed resource of the virtual piece based on a gain type obtained by the master virtual piece after winning a battle.
13. A device for selling virtual pieces, the device comprising: a display module for displaying the quantity of consumable resources to purchase the virtual pieces in response to a purchase operation of the virtual pieces during the turn-based chess game, the quantity of the consumable resources corresponding to the quantity of discounted resources; the display module is used to display sales information of the virtual piece in response to a sales operation for the owned virtual piece, the sales information is used to indicate the quantity of additional resources successfully sold for the virtual piece, and the quantity of discount resources corresponding to the quantity of the additional resources is the same as the quantity of the discount resources corresponding to the quantity of the consumed resources; The display module is used to display that the sale of the virtual piece has been successful when the virtual piece is not in a battle state.
14. The display module includes: Used to display the level of the virtual piece and the quantity of the corresponding additional resource under the level of the virtual piece; The device according to claim 13, wherein the level is determined based on at least one of attribute information of the number of stars and quality of the virtual piece.
15. The display module includes: When the quantity of the discount resource is zero and the level of the virtual piece is a basic level, the display is used to display the basic level of the virtual piece and the quantity of the corresponding additional resource under the basic level of the virtual piece; The device according to claim 14 , wherein the quantity of the additional resource is the same as the quantity of the corresponding reference resource under the base level of the virtual piece.
16. The display module includes: When the quantity of the discount resource is zero and the level of the virtual piece is an enhanced level, the display is used to display the enhanced level of the virtual piece and the quantity of the additional resource corresponding to the enhanced level of the virtual piece; 16. The device according to claim 14, wherein the quantity of the additional resource is an integer multiple of the quantity of the corresponding standard resource under the basic level of the virtual piece.
17. The display module includes: When the quantity of the discounted virtual resource is greater than zero and the level of the virtual piece is a basic level, the display is used to display the basic level of the virtual piece and the quantity of the corresponding additional resource under the basic level of the virtual piece; The device according to any one of claims 14 to 16, wherein the quantity of the additional resource is the difference between the quantity of the corresponding standard resource under the basic level of the virtual piece and the quantity of the discounted resource.
18. A computer device including a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to realize the method for selling virtual pieces described in any one of claims 1 to 12.
19. A computer-readable storage medium having a computer program stored therein, the computer program being loaded and executed by a processor to realize the method for selling virtual pieces according to any one of claims 1 to 12.
20. A computer program product, the computer program product including computer instructions, the computer instructions being stored in a computer-readable storage medium, the computer instructions being acquired by a processor from the computer-readable storage medium, and the computer program product thereby realizing the method for selling virtual pieces according to any one of claims 1 to 12 by loading and executing the computer instructions.
Citation Information
Patent Citations
Prop recommendation method, device and system, server and storage medium
CN111768239A
Game device, game program and recording medium with the game program recorded
JP2002200334A
Game control device, game control method, program, and game system
JP2013215379A
Information processing device and program
JP2019122640A