Special effect display method and device, electronic device, and computer program
The method in Auto Chess games highlights the interaction partner with a presentation special effect, ensuring strategic information is not missed and simplifying the entry into the spectating interface, thereby enhancing human-computer interaction efficiency.
Patent Information
- Application Number
- JP2025511958
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-11-15
- Filing Date
- 2023-10-17
- Publication Date
- 2025-09-02
- Estimated Expiration
- 2043-10-17
AI Technical Summary
In Auto Chess games, effectively presenting the opponent's formation during the preparation stage is crucial for strategic gameplay, but existing methods do not efficiently highlight the interaction partner and may obstruct the presentation of strategic information.
A method and device that display a presentation special effect in the preparation interface if there is no occlusion, allowing users to quickly enter a spectating interface for the interaction partner's round, highlighting the partner and preventing obstruction, thereby improving human-computer interaction efficiency.
The method enhances the visibility of the interaction partner, prevents important strategic information from being missed, and simplifies the entry into the spectating interface, thus improving the efficiency of human-computer interaction during game preparation.
Smart Images

Figure 2025528915000001_ABST
Abstract
Description
[Technical Field]
[0001] This application claims priority to a Chinese patent application filed on November 15, 2022, bearing application number 202211427552.1 and entitled "Method and apparatus for displaying special effects, electronic device, and storage medium," the entire contents of which are incorporated herein by reference.
[0002] The present application relates to the field of computer technology, and in particular to a method and apparatus for displaying special effects, an electronic device, and a storage medium. [Background technology]
[0003] Auto Chess is an emerging chess game. A single game is usually divided into multiple rounds. In each round, both players select a participant object for that round from the virtual objects (usually called "pieces") they already own. After placing the participant objects on the chessboard, the game application can automatically control and interact with both participants' objects and output the interaction results.
[0004] Before the start of a round, a preparation stage is usually set up, which allows the player to select or purchase new virtual objects, adjust the formation or position of the participating objects in this round, and equip the participating objects. Because there may be binding relationships between the participating objects in a particular formation, in order to improve the strategic nature of the game, the player needs to observe the formation of the opponent. That is, in the preparation stage of an Auto Chess game, how to effectively present the opponent in this round is very important. Summary of the Invention [Problem to be solved by the invention]
[0005] The embodiments of the present application provide a method and device for displaying special effects, electronic equipment, and storage media, which can improve the efficiency of human-computer interaction (HCI) by providing an enhanced display method for interaction opponents in any round of a game. [Means for solving the problem]
[0006] In one aspect, there is provided a method for displaying special effects, the method being performed by an electronic device, the method comprising: displaying a preparation interface for a first round in a game, the preparation interface displaying a plurality of participating players in the game; a step of determining an interaction partner for the first round from among the plurality of participating players when the first round is an opponent's round, the opponent's round referring to an interaction round between the participating players; If the preparation interface does not include an occlusion object, displaying a presentation special effect for the interaction partner, the presentation special effect being used to indicate that the interaction partner has been matched in the first round, and the occlusion object referring to an interface element that can occlude the presentation special effect; and a step of switching from the preparation interface to a spectating interface for the interaction partner of the second round in response to a trigger operation for the presented special effect, wherein the spectating interface observes the second round from the viewpoint of the interaction partner.
[0007] In one aspect, there is provided a special effects display device, the device comprising: an interface display module configured to display a preparation interface for a first round in a game, the preparation interface displaying a plurality of participating players in the game; an opponent determination module configured to determine an interaction opponent for the first round from among the plurality of participating players when the first round is an opponent round, wherein the opponent round refers to an interaction round between the participating players; a special effect display module configured to display a presentation special effect for the interaction partner when the preparation interface does not include an occlusion, the presentation special effect being used to indicate that the interaction partner has been matched in the first round, and the occlusion referring to an interface element that can occlude the presentation special effect; and an interface switching module configured to switch from the preparation interface to a spectating interface for the interaction partner of the second round in response to a trigger operation for the presented special effect, wherein the spectating interface observes the second round from the viewpoint of the interaction partner.
[0008] In one aspect, there is provided an electronic device comprising one or more processors and one or more memories, wherein the one or more memories store at least one computer program, and the one or more processors load and execute the at least one computer program to implement the method for displaying special effects of any one of the above possible embodiments.
[0009] In one aspect, a computer-readable storage medium is provided having stored thereon at least one computer program that, when loaded and executed by a processor, causes the processor to implement the method for displaying special effects of any one of the above possible embodiments.
[0010] In one aspect, a computer program product is provided, the computer program product including one or more computer programs stored on a computer-readable storage medium, wherein one or more processors of an electronic device can read the one or more computer programs from the computer-readable storage medium, and the one or more processors execute the one or more computer programs to cause the electronic device to perform the method for displaying special effects of any one of the above possible embodiments. [Effects of the Invention]
[0011] The technical solutions according to the embodiments of the present application may include the following beneficial effects:
[0012] During the preparation phase for the opponent's round, because both players are participants in the game, the terminal first detects whether the preparation interface contains an obstruction. Only if there is no obstruction, the terminal plays a presentation effect related to the interaction partner, allowing the user to quickly enter the observation interface for the interaction partner's completed or ongoing round through the presentation effect. On the one hand, such a presentation effect highlights the matched interaction partner. On the other hand, the presentation effect is blocked by the obstruction detection logic, preventing the user from missing the presentation effect and forgetting or missing the interaction partner's important strategic presentation. In addition, while the presentation effect is being played, the user can enter the observation interface at any time through the presentation effect, shortening the user's operation link to enter the observation interface and improving human-computer interaction efficiency. [Brief explanation of the drawings]
[0013] [Figure 1] 1 is a schematic diagram of an implementation environment of a special effect display method according to an embodiment of the present application; [Figure 2] 1 is a flowchart of a method for displaying special effects according to an embodiment of the present application. [Figure 3] 1 is a flowchart of a method for displaying special effects according to an embodiment of the present application. [Figure 4] FIG. 10 is a schematic diagram of a preparation interface including a function pop-up window according to an embodiment of the present application. [Figure 5] 1 is a schematic diagram of a playback process of presentation special effects according to an embodiment of the present application; [Figure 6] FIG. 1 is a principle diagram of the display process of the special effect presented according to an embodiment of the present application; [Figure 7] 3 is a logic flow diagram of a method for displaying presentation special effects according to an embodiment of the present application; [Figure 8] 1 is an exemplary structural diagram of a special effect display device according to an embodiment of the present application; [Figure 9] 1 is an exemplary structural diagram of an electronic device according to an embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION
[0014] In order to more clearly describe the technical solutions in the embodiments of the present application, the drawings necessary for describing the embodiments are briefly introduced above.
[0015] To make the objectives, technical solutions and advantages of the present application clearer, the following describes the embodiments of the present application in more detail with reference to the drawings.
[0016] In this application, terms such as "first" and "second" are used to distinguish between identical or similar items that have substantially the same actions and functions, and it should be understood that there is no logical or temporal dependency between "first," "second," and "nth," and there are no limitations on number and execution order.
[0017] As used herein, the term "at least one" refers to one or more, and "plurality" refers to two or more than two, for example, a plurality of participants refers to two or more than two participants.
[0018] In this application, the phrase "comprising at least one of A or B" may refer to a case in which only A is included, a case in which only B is included, or a case in which both A and B are included.
[0019] When applying the methods of the embodiments of this application to specific products or technologies, the user-related information (including, but not limited to, user device information, personal information, behavioral information, etc.), data (including, but not limited to, data used for analysis, data to be stored, data to be displayed, etc.), and signals related to this application are all approved, agreed to, or authorized by the user or fully authorized by each party, and the collection, use, and processing of related information, data, and signals should comply with the relevant laws, regulations, and standards of the relevant regions. For example, the account attributes in the ranking information related to this application are obtained with full permission.
[0020] First, a brief introduction will be given to terms used in the embodiments of the present application.
[0021] A virtual environment is a virtual environment that is displayed (or provided) when an application is executed on a terminal. The virtual environment may be a simulated real-world environment, a semi-simulated or semi-fictional environment, or a completely fictional environment. The virtual environment may be any one of a 2D virtual environment, a 2.5D virtual environment, and a 3D virtual environment, and the present application is not limited thereto. In the following embodiment, the virtual environment is described as a 3D virtual environment.
[0022] Auto Chess is a new type of multiplayer electronic strategy chess / card game. In an Auto Chess game, a single game is typically divided into multiple rounds, and in each round, a user can organize one or more participating objects for that round from the virtual objects (i.e., "pieces") they already own to form a virtual object formation for that round, and play against the virtual object formation organized by their opponent in that round.
[0023] In contrast to an Auto Chess game, each game has a fixed number of participating players, and the participating players do not change during the game. These participating players play against each other in pairs in each round, and the virtual life value of the virtual image (also called "avatar") of the losing player of each round decreases by a certain amount, and the above process is repeated multiple times until only one virtual image of all participating players remains. Note that virtual images are different from virtual objects that appear as pieces, and a player owns only one virtual image in each game, but can own multiple virtual objects.
[0024] Furthermore, as a basic game rule for each round, players can choose a combination of different types of virtual objects and place the selected objects as pieces on their own chessboard. After that, the system automatically plays against pieces selected by other players, and the player whose pieces survive at the end wins.
[0025] The chessboard refers to the area for preparing and playing a match in the Auto Chess game interface, and may be any one of a 2D virtual chessboard, a 2.5D virtual chessboard, and a 3D virtual chessboard, but the present application is not limited thereto. Here, the chessboard is divided into a match area and a preparation area.
[0026] Here, the battle area includes several battle grids of the same size, which can be used to place participating objects that will compete in each round of the game. The preparation area includes several preparation grids, which can be used to place candidate virtual objects, and virtual objects owned by a player but not participating can be placed on the preparation grid. In the preparation stage before the start of a round, a player can adjust the lineup of virtual objects for that round by dragging some of the virtual objects in the preparation grid to the battle grid, and can also achieve a predetermined battle strategy by adjusting the positions of each participating object placed on the battle grid. Note that a virtual object will participate in the battle as a participating object for the current round only when it is dragged from the preparation grid to the battle grid, and virtual objects that remain placed on the preparation grid will not participate in the battle in the current round.
[0027] Regarding the grid setting method 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 alternately arranged. The battle area is also divided equally along the rows into two parts, one for the player's own battle area and one for the opponent's battle area, and in the preparation stage, players can only place pieces on the battle grid in the player's own battle area. Here, m is a positive integer, and both n and m are preset by engineers.
[0028] A virtual image is an image that uniquely corresponds to a participating player in a single game, and players determine whether a player is eliminated based on the virtual life value of the virtual image. For example, if the virtual life value becomes 0 or less than a predetermined threshold, the participating player to whom the virtual image is bound is considered eliminated from the game. The predetermined threshold is a value preset by the engineer. In an Auto Chess game, a virtual image cannot be placed on the chessboard as a piece or participate in a round during a game. The virtual image is executed in each round of the participating player's entire game until the virtual image dies and the participating player is eliminated.
[0029] A virtual object refers to the smallest battle unit in the virtual object lineup organized by participants in each round of a game. In an auto chess game, virtual objects can only move on the chessboard in the virtual environment, and are placed as candidate virtual objects in the preparation area of the chessboard or as pieces in the battle area of the chessboard. In other words, a virtual object refers to a movable object that can only move within the chessboard in an auto chess game. The player only needs to control the position of the virtual object before the start of a round, but the player does not need to manually manipulate the virtual object to battle within the round; the battle of the virtual object in the round is automatically controlled by the system. The virtual object may be a virtual piece, a virtual person, a virtual animal, an animated character, etc. Each virtual object has its own shape and volume on the chessboard and occupies one grid in the preparation area or battle area of the chessboard.
[0030] In the Auto Chess game, a player can purchase, sell, upgrade, equip, strengthen, etc. virtual objects to adjust or optimize their virtual object lineup. For example, a player can draw new virtual objects in the form of card draws from a virtual store.
[0031] A game refers to a virtual game (called a virtual match) in which at least two participating players compete against each other in a virtual environment, and each participating player has a unique virtual image within each game, and the virtual image does not change as the rounds progress within the game. A game includes multiple rounds, and the rounds can be divided into opponent rounds and non-opponent rounds. An opponent round refers to a match between participating players in pairs, and a non-opponent round refers to a round that does not involve a competition between participating players, such as a jungle round in which participating players compete against virtual monsters or an auction round in which participating players purchase virtual loot from a virtual store. The type of non-opponent round is not particularly limited here.
[0032] The preparation stage is an important stage before the start of each round of the game in the Auto Chess game. During the preparation stage, players can carry out a series of preparatory operations such as extracting store cards, organizing their formations, adjusting their positions, providing equipment, and obtaining information, and this is an important section for adjusting the game strategy for this round.
[0033] In the store card extraction, a virtual store interface automatically pops up within the game application during the preparation stage before the round begins, allowing players to purchase desired pieces from the virtual store and organize their virtual object lineup.
[0034] The following describes the system architecture of an embodiment of the present application.
[0035] 1 is a schematic diagram of an implementation environment of the special effect display method according to an embodiment of the present application. Referring to FIG. 1, the implementation environment includes a first terminal 120, a server 140, and a second terminal 160.
[0036] A game application supporting a virtual environment is installed and executed on first terminal 120. Optionally, the game application includes one of an auto chess game, a multiplayer strategic round-based chess / card game, a virtual reality application, a three-dimensional map application, or a multiplayer machine survival game. In some embodiments, first terminal 120 is a terminal used by a first user. When first terminal 120 executes the game application, it displays a user interface of the game application on a screen of first terminal 120, and sends a game opening request to server 140 based on a game opening operation by the first user on the user interface. Server 140 returns a list of multiple participating players (including the first user) matched for the game to first terminal 120, and first terminal 120 initializes ranking information for the game based on the multiple participating players. Optionally, each player in a game match can select which virtual image to use during the current match, and this virtual image does not change as rounds progress during the match, but can change between different matches. For example, a first user controls a first virtual image during a game match using first terminal 120.
[0037] The first terminal 120 and the second terminal 160 communicate with the server 140 directly or indirectly via a wireless network or a wired network.
[0038] The server 140 includes at least one of a single server, multiple servers, a cloud computing platform, or a virtualization center. The server 140 is used to provide back-end services for game applications supporting a virtual environment. Optionally, the server 140 is responsible for main computational tasks, and the first terminal 120 and the second terminal 160 are responsible for auxiliary computational tasks. Alternatively, the server 140 is responsible for auxiliary computational tasks, and the first terminal 120 and the second terminal 160 are responsible for main computational tasks. Alternatively, a distributed computing architecture is used to adopt cooperative computing among the server 140, the first terminal 120, and the second terminal 160.
[0039] It should be noted that the above servers may be independent physical servers, or may be server clusters or distributed systems consisting of multiple physical servers, or may be cloud servers that provide fundamental cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), big data and artificial intelligence platforms, etc.
[0040] A game application supporting a virtual environment is installed and executed on second terminal 160. Optionally, the game application includes any one of an auto chess game, a multiplayer strategic round-based chess / card game, a virtual reality application, a three-dimensional map application, or a multiplayer machine survival game. In some embodiments, second terminal 160 is a terminal used by a second user. When second terminal 160 executes the game application, it displays a user interface of the game application on the screen of second terminal 160 and sends a game opening request to server 140 based on the second user's opening operation on the user interface. Server 140 then returns to second terminal 160 a list of multiple participants matched in the game (e.g., the second user is in the same game as the first user), and second terminal 160 initializes ranking information for the game based on the multiple participants. Optionally, the second user uses second terminal 160 to control a second virtual image during the game.
[0041] In some embodiments, when a first virtual image controlled by the first terminal 120 and a second virtual image controlled by the second terminal 160 are in the same game, and the first virtual image and the second virtual image are matched as interaction partners (also called opponents) in the current round, i.e., the first round, in the first round, the first user and the second user organize their respective virtual object formations and select objects to participate in the first round in preparation for the first round. After the first round begins, the virtual object formations of both users are controlled by the system and automatically begin a battle. When all of one user's objects are defeated, the survivor wins the first round, and the virtual life value of the virtual image controlled by the loser is reduced by a certain amount. Multiple opponent rounds are repeated between the bears of the above participating players until only one participant's virtual image remains, and the winner is determined by a normal game.
[0042] In one exemplary scenario, when the first terminal 120 enters the preparation stage for a round of a game and requests a second user as an interaction partner for that round from the server 140, a presentation special effect related to the interaction partner is played in the preparation interface for that round based on the method provided by an embodiment of the present application.
[0043] The first terminal 120 and the second terminal 160 may be the same or different device types, including, but not limited to, at least one of a smartphone, a tablet computer, a smart speaker, a smart watch, a smart handheld console, a portable game console, an in-car device, a laptop computer, and a desktop computer. For example, the first terminal 120 and the second terminal 160 may both be smartphones or other handheld portable game consoles. In the following embodiment, the terminals may include smartphones.
[0044] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal, or there may be dozens, hundreds, or more. The embodiments of the present application are not limited to the number and device types of terminals.
[0045] 2 is a flowchart of a method for displaying special effects according to an embodiment of the present application. Referring to FIG. 2, the embodiment is performed by an electronic device. For example, the electronic device is a terminal. The terminal can be provided as the first terminal 120 or the second terminal 160 in the above-mentioned implementation environment. The embodiment includes the following steps:
[0046] In step 201, the terminal displays a preparation interface for the first round of the game, and the preparation interface displays a plurality of participating players in the game.
[0047] Here, the first round is any round in the game except the first round.
[0048] In some embodiments, a game is any virtual game involving multiple players in a multiplayer strategic round-based chess or card game. Because it is a chess or card game, the virtual game may also be referred to as a virtual match, a virtual tile game, a virtual chess game, etc., and the embodiments of the present application are not particularly limited thereto. A single game involves multiple players, and the number of players who can participate in each game is preset by a technician. For example, the number of participants may be 8 or 10, and the embodiments of the present application are not particularly limited thereto.
[0049] In some embodiments, each game match includes multiple rounds, and the rounds can be divided into opponent rounds in which participating players compete against each other and non-opponent rounds that do not involve the competition between participating players. For example, non-opponent rounds include rounds such as jungle rounds and auction rounds, where a jungle round refers to a round in which each participating player competes against a virtual monster, and an auction round refers to a round in which each participating player purchases some virtual loot from a virtual store. The embodiments of the present application are not particularly limited to the type of non-opponent round.
[0050] Optionally, in the opponent round, the system pairs the multiple participating players, and the paired two participating players interact with each other in the opponent round, thus realizing a 1v1 match between the multiple participating players. After the 1v1 match ends, the virtual life value of the virtual image controlled by the loser is reduced by a certain amount. The method of reducing the virtual life value is preset by the system and is not specifically limited herein. Optionally, if the virtual life value of the virtual image controlled by a participating player becomes 0 or less than a predetermined threshold, the participating player is eliminated from the game. If the virtual life value of the virtual image controlled by a participating player is greater than 0 or equal to or greater than a predetermined threshold, the participating player continues the current game. The predetermined threshold may be a value preset by an engineer.
[0051] In some embodiments, a preparation stage is set before the start of any round of a game, and participating players can perform a series of preparation operations such as extracting store cards, organizing their formations, adjusting their positions, attaching equipment, and obtaining information during the preparation stage, and the method according to the embodiments of the present application is performed in the preparation stage before the start of the opponent's round.
[0052] In some embodiments, the first round of a game refers to any round other than the initial round in a game, and when the previous round executed before the first round ends, the terminal enters a preparation phase for the first round, and at the same time, the terminal switches from the interaction interface for the previous round to a preparation interface for the first round. Optionally, the preparation interface displays multiple participating players in the game, and the participating players refer to game accounts participating in the game, and no new participating players are added to the game, but as the round progresses, original participating players are eliminated until only one virtual image controlled by the participating player remains, and the outcome of the game is determined.
[0053] In some embodiments, when the plurality of participating players are displayed in the preparation interface, the terminal displays the current position of each participating player in the game in a ranking format, for example, the terminal may rank the participating players in descending order of the virtual life value of the virtual image controlled by each participating player, or the terminal may rank the participating players in descending order of the competition points acquired by each participating player in all rounds so far, or the terminal may rank the participating players using other ranking algorithms, which are not particularly limited to the embodiments of the present application.
[0054] In step 202, if the first round is an opponent round, the terminal determines an interaction opponent for the first round from among the multiple participating players, and the opponent round refers to an interaction round between participating players.
[0055] In some embodiments, after entering the preparation stage for the first round, the terminal detects the round type of the first round. If the round type indicates that the first round is an opponent round, it means that both players in the first round are participating players in a game, and are not non-player character (NPC) objects controlled by a system or NPC objects controlled by an artificial intelligence (AI) model. If the first round is an opponent round, the terminal sends an opponent matching request to the server. In response to the opponent matching request, the server assigns one interaction partner from the multiple participating players to the terminal and transmits an opponent identifier of the assigned interaction partner to the terminal. Here, there is no particular limitation on the algorithm for assigning an interaction partner. The terminal receives the opponent identifier returned by the server based on the opponent matching request, and determines an interaction partner identified by the opponent identifier from the multiple participating players based on the opponent identifier. Optionally, the partner identifier may include an account identifier of the interaction partner, which is used to uniquely identify the participating player.
[0056] In some other embodiments, after the terminal enters the preparation stage for the first round, it detects the round type of the first round. If the round type indicates that the first round is a non-opponent round, it does not need to display the presentation special effect related to the interaction partner through the following step 203. At this time, it can display a round mark for the non-opponent round on the preparation interface, and the round mark is used to identify the round type of the non-opponent round. For example, by setting different round identifiers for the jungle round and the auction round, the round mark can be used to clearly reflect what type of non-opponent round the first round is.
[0057] In step 203, if the preparation interface does not include an occlusion, the terminal displays a presentation special effect related to the interaction partner, where the presentation special effect is used to present to the user that they will interact with the interaction partner in the first round, and the occlusion refers to an interface element that can occlude the presentation special effect.
[0058] Optionally, the presentation special effect is used to present to the user an interaction opponent in the first round. The user referred to here refers to a player who has already participated in or will participate in the first round, that is, the user controls a participating player via a terminal to participate in the game. Exemplarily, for example, when User 1 and User 2 interact in the same first round, the special effect presentation information displayed by Terminal 1 used by User 1 is used to present to User 1 that the interactive player in the first round is the opponent controlled by User 2. The special effect presentation information displayed by Terminal 2 used by User 2 is used to present to User 1 that the interactive player in the second round is the opponent controlled by User 1.
[0059] Optionally, the special effect information is used to distinguishably display the interaction partner. The display format of the special effect information includes at least one of a dynamic special effect and a static special effect. Here, the dynamic special effect is used to distinguishably display the interaction partner dynamically, and the static special effect is used to distinguishably display the interaction partner statically, for example, by displaying identifier information of the interaction partner using a display style different from that of other participating players. For the display style of the special effect information, please refer to the following examples.
[0060] In some embodiments, the terminal determines whether the preparation interface includes an interface element occluder that may occlude the presentation special effect. Optionally, if the preparation interface does not include an occluder, the terminal plays a presentation special effect related to the interaction partner in the preparation interface to indicate that the interaction partner has been matched in the first round, and allows the user to directly enter a spectator interface for the interaction partner by performing a trigger operation on the presentation special effect, allowing the user to observe the virtual object formation (e.g., piece formation) and positions in the second round from the viewpoint of the interaction partner.
[0061] On the one hand, such a method provides a special effect that highlights the interaction partner, making the interaction partner more noticeable among multiple participating players and preventing the user from forgetting or missing important strategy suggestions provided by the interaction partner in the first round. On the other hand, such a method provides a shortcut entry to the spectator interface, allowing the user to enter the spectator interface at any time through the presentation special effect while the presentation special effect is being played, shortening the operation link for the user to enter the spectator interface and simplifying the operations required for the user to enter the spectator interface, thereby improving the efficiency of human-computer interaction.
[0062] Before displaying the special effect, the terminal detects whether the preparation interface includes an obstruction in advance, and plays the special effect only if the obstruction is not present. If the preparation interface does not include an obstruction to begin with, the special effect can be played. Checking for obstructions prevents the special effect from being obstructed, allowing the user to freely choose when to enter the spectator interface through the special effect, providing the user with greater operational flexibility. Optionally, if the preparation interface includes an obstruction (e.g., when the user has a function pop-up window, such as a virtual store or a virtual equipment bar, open and is performing other preparation operations), the terminal determines that the special effect does not include an obstruction upon detecting that the function pop-up window has been closed. In this case, this is equivalent to providing delayed playback logic for the special effect, which prevents the special effect from being obstructed by the function pop-up window and the user from missing the timing to obtain a strategy prompt regarding the interaction partner, thereby improving the user's information acquisition efficiency.
[0063] In step 204, the terminal switches from the preparation interface to the second round watching interface in response to the trigger operation for the presentation special effect, and the watching interface is used to display the interaction behavior of the interaction partner in the second round.
[0064] In some embodiments, the second round refers to any one or more rounds occurring before the first round during a game match. Optionally, the first round is the nth round in the game match, and the second round is the mth round in the game match, where n is a positive integer and m is a positive integer less than n. For example, the second round is the round immediately preceding the first round. Optionally, the first round is the nth round in the game match, and the second round includes any one of the mth round through the pth round in the game match, where m is less than p and p is a positive integer less than n.
[0065] Illustratively, the second round is preset, for example, fixed to the round immediately preceding the first round. Illustratively, the second round is selected by a user. For example, the terminal acquires a round identifier of the second round in response to an operation indicating the second round. The terminal determines the second round based on the round identifier, requests a viewing interface for the second round from the server, and displays the viewing interface. In some embodiments, a user can perform a trigger operation on a presentation special effect at any time during the playback of the presentation special effect. When the terminal detects a trigger operation on the presentation special effect by the user, the terminal switches from the preparation interface for the first round to a viewing interface for the second round of the interaction partner in response to the trigger operation on the presentation special effect. Optionally, the terminal displays a viewing interface for the second round of the interaction partner on top of the preparation interface, or the terminal device cancels the display of the preparation interface and displays a viewing interface for the second round of the interaction partner.
[0066] In some embodiments, the spectating interface displays the interaction behavior of the interaction partner in the second round. For example, the spectating interface is used to display a game screen or a game video related to the interaction with the interaction partner in the second round. Optionally, the content displayed in the spectating interface is related to a perspective of the interaction partner, and the user observes the interaction behavior of the interaction partner in the second round from the perspective of the interaction partner in the spectating interface.
[0067] In some embodiments, the interaction behavior includes, but is not limited to, at least one of: a virtual opponent formation that the interaction partner uses in the second round; a location of a virtual object that the interaction partner places on the game chessboard in the second round; and an interaction item that the interaction partner uses in the second round.
[0068] Optionally, the spectator interface is used to display a game screen of the interaction opponent at at least one point in the second round, the game screen being retrieved by the terminal from a server in response to the trigger operation or obtained by the terminal from a terminal used by the opponent.
[0069] For example, the "at least one time point" refers to any one time point during the second round, and the time interval between two adjacent time points may be the same or different. For example, the "at least one time point" includes a key time point at which the number of virtual objects on the game chessboard changes. Displaying a game screen corresponding to the key time point not only allows the user to understand the chessboard layout of the interaction partner, but also consumes fewer screen transmission resources and helps reduce the data transmission load on the server.
[0070] Optionally, the spectator interface is used to display a video stream of the match process from the spectator viewpoint of the interaction opponent in the second round, the video stream may be a live video stream or a historical video stream, and the video stream is retrieved from the server by the terminal in response to the trigger operation.
[0071] Optionally, the trigger operation for the presented special effect includes, but is not limited to, a click operation, a press operation, a touch operation, a long press operation, a double click operation, a multi-finger operation, a voice instruction, a gesture instruction, etc., and the embodiments of the present application are not particularly limited thereto. Exemplarily, the terminal displays an interaction partner spectator interface in response to a click operation for the presented special effect.
[0072] In some embodiments, since each round involves multiple participating players paired up and playing in groups, the current interaction partner may not have finished playing in the second round. Optionally, if the second round has not yet finished, the terminal directly enters a spectating interface for the second round to observe a live video stream of the ongoing second round from the spectating viewpoint of the interaction partner (which has the same viewpoint as the interaction partner, but the player cannot control the pieces or positions of the interaction partner). If the second round has finished, the terminal retrieves the historical video stream of the interaction partner in the second round and plays the historical video stream locally.
[0073] The fact that the spectator viewpoint is the same as the interaction partner only indicates that the chessboard interface layout and the main operator are the interaction partner (not other opponents in the interaction partner's second round). Due to differences in operational privileges, only a portion of the interaction partner's strategic placement is displayed in the spectator viewpoint. For example, the interaction partner can see the participating objects he or she is playing against in the playing area of the chessboard and can also see the candidate virtual objects that can be played in the preparation area of the chessboard. However, in the spectator viewpoint, the user is only granted viewing privileges in the playing area of the chessboard. In other words, in the spectator viewpoint, the user can only see which participating objects the interaction partner has selected for the second round, and can only use the virtual object lineup for the second round as a reference for the first round, without knowing the candidate virtual objects of the interaction partner. This method enhances the competitiveness, strategy, and enjoyment of the game.
[0074] All the above alternative technical solutions can be arbitrarily combined to form alternative embodiments of the present disclosure, and will not be specifically described here.
[0075] According to the method of the present application, during the preparation phase for the opponent's round, since both players are participants in the game, the terminal first detects whether there is an obstruction in the preparation interface. Only if there is no obstruction, does the terminal play a special effect related to the interaction partner, allowing the user to quickly enter the spectator interface for the interaction partner's completed or ongoing round through the special effect. On the one hand, such a special effect highlights the matched interaction partner. On the other hand, the special effect is blocked by the obstruction detection logic, preventing the user from missing the special effect and forgetting or missing the interaction partner's important strategic prompts. While the special effect is being played, the user can enter the spectator interface at any time through the special effect, shortening the user's operation link to enter the spectator interface and improving human-computer interaction efficiency.
[0076] In the above embodiment, the interaction method and display process of the special effects presented for the interaction partner are briefly introduced. In the embodiment of the present application, the multi-player strategic round-based chess / card game is taken as an example to introduce the display process of the special effects presented for the interaction partner in the auto chess game, which will be described below.
[0077] 3 is a flowchart of a method for displaying special effects according to an embodiment of the present application. Referring to FIG. 3, the embodiment is performed by an electronic device. For example, the electronic device is a terminal. The terminal can be provided as the first terminal 120 or the second terminal 160 in the above-mentioned implementation environment. The embodiment can include the following steps:
[0078] In step 301, the terminal displays a preparation interface for the first round in the game, and the preparation interface displays ranking information, which is used to represent the rankings of multiple participating players in the game.
[0079] In some embodiments, a preparation phase is set before the start of each round of any one game match in the Auto Chess game. After the second round ends, the user automatically enters the preparation phase for the first round, and the terminal switches from the interaction interface for the round immediately preceding the first round to the preparation interface for the first round. In the case of the Auto Chess game, the preparation interface displays at least the chess board for the first round and all participating players in the game. If the first round is an opponent round in which participating players compete against each other, the user's interaction opponent in the first round is matched from among all participating players in the game. The matching algorithm is preset by the server side and is not specifically limited herein.
[0080] Optionally, the ranking information is used to display the rankings of the multiple participating players in the game. Optionally, the ranking information can be displayed in the form of a ranking, for example, the ranking information is a list, and each row in the list is used to display one participating player. Illustratively, participating players in adjacent positions in the list have similar or equal rankings in the game. Illustratively, the display positions of the multiple participating players in the list are determined randomly.
[0081] In the embodiment of the present application, an example is taken in which all participating players in the game are displayed in the form of a ranking in the preparation interface. In the preparation interface, the terminal generates ranking information of all participating players in the game according to a predetermined ranking rule. The ranking information includes at least one participating player in the game.
[0082] Optionally, the ranking information is updated in real time as the game progresses. For example, when the ranking of any participating player changes, the ranking information displays the new ranking of each changed participating player. In another example, after any participating player is eliminated, the ranking information may indicate the eliminated participating player (e.g., indicating whether the player has been eliminated through a change in transparency or gray level). In another example, whether the player has been eliminated is indicated by adding a text or icon identifier after the account name, although the embodiment of the present application is not particularly limited thereto.
[0083] Optionally, the predetermined ranking rule includes, but is not limited to, at least one of: ranking according to descending order of the virtual life value of the virtual image controlled by each participating player; ranking according to descending order of the match points obtained by each participating player in all rounds up to now; or organizing the ranking by other ranking algorithms. The ranking rule is set according to actual needs, and the embodiment of the present application is not particularly limited thereto.
[0084] In some embodiments, when displaying ranking information on the preparation interface, the terminal displays all participating players in the game in order of ranking. Optionally, for each participating player displayed in the ranking information, the ranking information displays the account name of the game account corresponding to the participating player. Optionally, the ranking information further displays an identifier avatar of the virtual image controlled by the participating player as an account avatar. Optionally, the ranking information further displays the remaining virtual life value of the virtual image controlled by the participating player, and the virtual life value may be displayed in the form of a blood volume progress bar or a numerical value, or the account avatar itself may be used as the blood volume progress bar to simplify the layout of the ranking information. The embodiments of the present application are not particularly limited to the layout format of the ranking information.
[0085] In some embodiments, the ranking information may be displayed at any position in the preparation interface. For example, it may be displayed on the left side, right side, top, or bottom of the preparation interface. The display position of the ranking information is not particularly limited herein. In one example, a ranking control is provided in the preparation interface. When the ranking control is in an expanded state, the terminal displays the ranking information in the preparation interface in an expanded state. When the ranking control is in a collapsed state, the terminal hides or collapses the ranking information. Exemplarily, the state of the ranking control is determined by a user. For example, the terminal switches the ranking control from an expanded state to a collapsed state in response to a state switching operation on the ranking control. This method prevents the ranking information from obscuring the chessboard and helps optimize the resource allocation method of the preparation interface.
[0086] In step 302, if the first round is an opponent round, the terminal determines an interaction opponent for the first round from among the multiple participating players, and the opponent round refers to an interaction round between participating players.
[0087] In some embodiments, after entering the preparation stage for the first round, the terminal detects the round type of the first round, and determines whether the first round is an opponent round or a non-opponent round based on the round type, where an opponent round refers to a round in which participating players compete against each other in pairs, and a non-opponent round refers to a round in which participating players compete against an NPC object controlled by the system or an AI. For example, a non-opponent round includes at least one of a jungle round and a round not involving a bilateral match (e.g., an auction round).
[0088] Optionally, the above round type is implemented as a type ID (Identification) of the first round, and the type ID may indicate an attribute of the round battle. For example, the type ID may take a value of Player vs. Player (PVP) or Player vs. Environment (PVE). Illustratively, if the terminal detects that the value of the type ID of the first round is PVP, it determines that the first round is an opponent round, and if the terminal detects that the value of the type ID of the first round is PVE, it determines that the first round is a non-opponent round.
[0089] Optionally, the above round type is implemented as the round ID of the first round, and the round ID is not used to indicate the attributes of the round battle, but is used only to indicate the type of the round. For example, the round ID setting method is: opponent round ID_001, jungle round ID_002, auction round ID_003.
[0090] In one example, an ID list of the opponent's round is preset on the terminal side. If only {ID_001} is stored in the ID list of the opponent's round, the terminal searches for the round ID of the first round. If the round ID of the first round matches any one element in the pre-stored ID list of the opponent's round, the terminal determines that the first round is the opponent's round; if not, the terminal determines that the first round is a non-opponent round.
[0091] In another example, a list of IDs for non-opponent rounds is preset on the terminal side. If {ID_002, ID_003} is stored in the list of IDs for non-opponent rounds, the terminal searches for the round ID of the first round. If the round ID of the first round does not match all elements in the pre-stored list of IDs for non-opponent rounds, the terminal determines that the first round is the opponent's round; otherwise, the terminal determines that the first round is the non-opponent round.
[0092] Optionally, the game service logic may set some rounds as opponent rounds and some other rounds as non-opponent rounds in a fixed order during a game match. For example, the third round of each game match may be fixed as a jungle round, the sixth round as an auction round, and the remaining rounds as opponent rounds. In this case, the terminal detects only the round order of the first round, and if the round order matches the fixed order of opponent rounds preset in the game service logic, the terminal determines the first round as the opponent round; otherwise, the terminal determines the first round as the non-opponent round. Alternatively, if the round order matches the fixed order of non-opponent rounds preset in the game service logic, the terminal determines the first round as the non-opponent round; otherwise, the terminal determines the first round as the opponent round. The embodiment of the present application is not particularly limited to the fixed order of whether the first round is an opponent round or a non-opponent round preset in the game service logic.
[0093] In some embodiments, if the first round is an opponent round, the terminal sends an opponent matching request to the server. In response to the opponent matching request, the server assigns one interaction partner from the multiple participating players to the terminal and sends an opponent identifier of the assigned interaction partner to the terminal. Here, no particular limitation is imposed on the algorithm for assigning interaction partners. The terminal receives the opponent identifier returned by the server based on the opponent matching request, and the terminal determines an interaction partner indicated by the opponent identifier from the multiple participating players based on the opponent identifier. Optionally, the opponent identifier may include an account identifier of the interaction partner, and the account identifier is used to uniquely identify the participating player.
[0094] In some other embodiments, if the first round is a non-opponent round, the terminal does not need to display presentation special effects related to the interaction partner. Optionally, in this case, the terminal displays a round mark for the non-opponent round in the preparation interface, and the round mark is used to identify the round type of the non-opponent round. For example, by setting different round identifiers for the jungle round and the auction round, the round mark can be used to clearly reflect which type of non-opponent round the first round is.
[0095] In step 303, the terminal detects the interface type of the provisioned interface.
[0096] In some embodiments, the preparation interface may include an obstruction that obscures the presentation special effect because the user may open a specific function popup window or deploy a specific interaction control in the preparation interface. Therefore, before displaying the presentation special effect, the terminal needs to detect the current interface type of the preparation interface. The interface type is used to represent the display position in the preparation interface.
[0097] Optionally, the interface types include an interaction interface including a function pop-up window and an interaction interface without a function pop-up window, where the interaction interface including a function pop-up window is used to indicate that the function pop-up window is displayed in the preparation interface, and the interaction interface without a function pop-up window is used to indicate that the function pop-up window is not displayed in the preparation interface. For ease of explanation, the interaction interface without a function pop-up window may be referred to as a head-up display (HUD) interface, and the HUD interface refers to a default interaction interface in a game that does not include a function pop-up window. Illustratively, the function pop-up window is for a user to complete specific function interactions during a game. The function pop-up window includes, but is not limited to, a virtual store pop-up window, a talent setting pop-up window, a virtual equipment bar pop-up window, etc.
[0098] In some embodiments, the terminal searches for the current interface type of the prepared interface, and if the interface type is a HUD interface, the terminal proceeds to step 304 and directly plays the presentation special effect of the interaction partner matched in the above step 302. In this manner, the presentation special effect is prevented from being obscured by the function pop-up window, the presentation special effect is prevented from being obscured and ignored, and the user's information acquisition efficiency is improved.
[0099] In some other embodiments, the terminal searches the current interface type of the preparation interface. If the interface type is not a HUD interface, it indicates that a function pop-up window is open in the current preparation interface. In this case, the terminal delays the playback of the presentation special effect. That is, if the interface type is an interaction interface including a function pop-up window, the terminal displays the presentation special effect in the preparation interface after detecting that the function pop-up window has been closed. In other words, if the preparation interface includes a function pop-up window, the terminal executes step 304 to play the presentation special effect after the function pop-up window is closed and the interface type returns to the HUD interface, thereby realizing a delayed playback strategy of the presentation special effect. Optionally, the terminal registers a callback function or hook function for a pop-up window closing operation, and uses the callback function or hook function to detect whether the pop-up window closing operation has occurred in real time, thereby improving the immediacy of the playback of the presentation special effect. The callback function (or hook function) is used to notify the terminal to execute a playback process or thread of the presentation special effect when a pop-up window closing operation is received.
[0100] In some other embodiments, if the interface type is not a HUD interface, i.e., if the interface type is an interaction interface including a function pop-up window, the terminal determines whether the function pop-up window overlaps with the display area of the special effect being presented, thereby determining whether to immediately play or delay the special effect being presented. Because the duration of the preparation stage is taken into account, this method does not delay the special effect being presented at all when the function pop-up window is detected, but rather delays the special effect being presented, preventing the user from missing the opportunity to adjust their own virtual object lineup based on the virtual object lineup of the other party, and also improves the flexibility of the display method of the special effect being presented, which helps to further improve the user's information acquisition efficiency.
[0101] 4 is a schematic diagram of a preparation interface including a function pop-up window according to an embodiment of the present application. As shown in FIG. 4, the preparation interface 400 includes a function pop-up window 401. For example, if the function pop-up window 401 is a virtual store pop-up window, a user can purchase required virtual objects in the virtual store pop-up window or randomly draw new virtual objects using a card drawing method to expand the storage pool of candidate virtual objects. Optionally, because the preparation interface 400 includes the function pop-up window 401, the terminal may delay playing the presented special effects altogether, or the terminal may determine whether the function pop-up window overlaps with the display area of the presented special effects to precisely determine whether to delay playing the presented special effects.
[0102] For example, if the interface type is not a HUD interface, i.e., if the interface type is an interaction interface including a function pop-up window, and the terminal has already acquired the interaction partners for the first round through step 302, and the participating players have different rankings in the ranking information, and the participating players with different rankings are located at different positions in the preparation interface, the terminal determines the display area of the presented special effect based on the position of the interaction partner in the ranking information. For example, the terminal determines the target range of the position of the interaction partner in the ranking information as the display area of the presented special effect. Optionally, the target range is determined based on the movement trajectory of the presented special effect, or the target range is a bounding box of a fixed size centered on the position of the interaction partner in the ranking information. The embodiment of the present application is not particularly limited in the manner of determining the target range.
[0103] In some embodiments, the terminal determines whether there is an overlapping area between the function pop-up window currently included in the preparation interface and the display area of the proposed special effect. Optionally, if there is no overlapping area between the function pop-up window and the display area of the proposed special effect, i.e., if the display area is not obscured by the function pop-up window, the terminal directly displays the proposed special effect in the preparation interface. In the above process, even if the interface type of the preparation interface is not a HUD interface, the terminal does not delay the playback of the proposed special effect at all, but more precisely determines whether the function pop-up window opened in the preparation interface obscures the planned display area of the proposed special effect. If the function pop-up window and the planned display area of the proposed special effect do not overlap each other, the terminal simultaneously displays the function pop-up window in the preparation interface and directly plays the proposed special effect. This method helps increase the amount of information included in the preparation interface, prevents the proposed special effect and the function pop-up window from interfering with each other, and improves the efficiency of human-computer interaction for the user.
[0104] In some other embodiments, if there is an overlapping area between the function pop-up window and the display area of the presentation special effect, the presentation special effect can be played with a delay. Optionally, the terminal plays the presentation special effect on the preparation interface after the function pop-up window is closed or after the function pop-up window and the display area of the presentation special effect no longer overlap each other.
[0105] Optionally, if there is an overlapping area between the function pop-up window and the display area of the presentation special effect, the terminal may further detect whether the overlapping area includes an interaction control in the function pop-up window. For example, if the overlapping area does not include an interaction control in the function pop-up window, the terminal places the presentation special effect on the top layer and then displays the presentation special effect. If the overlapping area includes an interaction control in the function pop-up window, the terminal may delay playback of the presentation special effect. For example, if the terminal detects that the overlapping area does not include an interaction control, that the function pop-up window and the display area of the presentation special effect do not overlap each other, or that the function pop-up window has been closed, the terminal may play the presentation special effect on a preparation interface.
[0106] In this manner, even if there is an overlapping area between the function pop-up window and the display area of the presentation special effect, if the overlapping area does not include any interactable interaction controls, displaying the presentation special effect in the overlapping area will not affect the interaction logic for the function pop-up window based on the user's interaction control. Thus, the terminal arranges and displays the presentation special effect at the top layer, so that the interaction logic based on the function pop-up window is not affected, and the presentation special effect related to the interaction partner can be displayed as timely as possible, thereby further improving the utilization rate of interface resources and the efficiency of human-computer interaction.
[0107] In some other embodiments, if the overlapping area includes an interaction control in the function pop-up window, and the display area is determined based on the movement trajectory of the special effect provided, the terminal adjusts the movement trajectory of the special effect provided and then determines the adjusted display area based on the adjusted movement trajectory. Optionally, if the adjusted display area includes an interaction control in the function pop-up window, or if the adjusted display area and the function pop-up window do not overlap each other, the terminal displays the special effect provided by the interaction partner based on the adjusted movement trajectory. In this way, delayed playback of the special effect provided can be avoided as much as possible, and the timely playback of the special effect provided can be prevented from adversely affecting the interaction function in the function pop-up window.
[0108] In step 304, if the interface type is an interaction interface that does not include a function pop-up window, the terminal plays a presentation special effect for the interaction partner based on the ranking information, and the presentation special effect is used to present that the interaction partner has been matched in the first round.
[0109] In some embodiments, if the interface type of the preparation interface is a HUD interface, i.e., if the interface type is an interaction interface that does not include a function pop-up window, or if the interface type is an interaction interface that includes a function pop-up window but the display areas of the function pop-up window and the presentation special effects do not overlap each other, or if the interface type is an interaction interface that includes a function pop-up window and the overlapping area between the function pop-up window and the display area of the presentation special effects does not include any interaction controls in the function pop-up window, the terminal plays the presentation special effects for the interaction partner based on the above step 304.
[0110] In some embodiments, when playing the special effect, the terminal plays the special effect based on the ranking information. For example, the terminal determines a movement trajectory of the special effect ending at the position based on the position in the ranking information of the interaction partner, and displays the process of the special effect moving along the movement trajectory to the position. The starting point of the movement trajectory is not particularly limited. For example, the starting point of the trajectory may be a point on the edge of the preparation interface closest to the end point of the movement trajectory (e.g., the midpoint of the edge), or the intersection of two points of a horizontal line passing through the position and the edge of the preparation interface, or the center point of the preparation interface, or any starting point randomly generated according to a trajectory function. The embodiments of the present application are not particularly limited thereto.
[0111] In some embodiments, the position of the interaction partner in the ranking information above is the end point of the movement trajectory.
[0112] In some embodiments, the presentation special effects include dynamic special effects and static special effects, where the dynamic special effects are gradually reduced in display size during playback, and the static special effects are used to distinguish the interaction partner in the ranking information after the playback of the dynamic special effects is completed. Optionally, the terminal displays a dynamic process of gradually reducing in size during playback of the dynamic special effects, and when playback is completed, the static special effects included in the presentation special effects begin to be displayed. The terminal displays the static special effects to achieve the effect of distinguishing the interaction partner in the ranking information, thereby creating a visual effect of the presentation special effects flying toward the interaction partner and converging on the interaction partner's account avatar. This makes the overall playback process of the presentation special effects more integrated with the account avatar, smoother and more natural, and optimizes the display effect of the presentation special effects.
[0113] In some embodiments, the above-mentioned special effects for interacting with the other party may include, but are not limited to, spine effects, particle effects, dynamic effects, videos, Flash, dynamic stickers, magic emoticons, etc. The embodiments of the present application do not particularly limit the embodiments of the special effects for interacting with the other party. Optionally, the special effects for interacting with the other party may be generated locally on the terminal side or may be generated on the server side and then transmitted to the terminal for playback. The embodiments of the present application do not particularly limit the devices that generate the special effects for interacting with the other party.
[0114] In some embodiments, for example, the terminal may locally generate the special presentation effect. Based on the interaction partner determined in step 302, the terminal may obtain a virtual image of the interaction partner controlled in the game, and the terminal may generate the special presentation effect based on the virtual image of the interaction partner in the game. For example, the terminal may generate a special presentation effect including the virtual object based on the image model of the virtual image controlled by the interaction partner, the skin and accessories attached to the virtual image by the interaction partner, etc., thereby highlighting the interaction partner matched in the first round through the special presentation effect and improving the user's information acquisition efficiency.
[0115] In some embodiments, the terminal generates the presentation special effect based on the participating objects set by the interaction partner in the second round, where the participating objects refer to virtual objects used by the interaction partner in the second round. Optionally, the terminal requests the virtual object lineup set by the interaction partner in the second round from the server; for example, the virtual object lineup is provided as a participating object ID list selected by the interaction partner in the second round, and the terminal generates the presentation special effect based on the participating object ID list. For example, the terminal displays the account avatar of the interaction partner and displays the piece names of each participating object corresponding to the participating object ID list next to the account avatar. This allows the user to check the virtual object lineup of the interaction partner in the second round at a glance through the presentation special effect. When a user needs to observe the position of each virtual object in the virtual object lineup, the user can enter the spectator interface to check the detailed position by deeply interacting with the interaction partner displayed in the presented special effects or ranking information, thereby improving the efficiency of obtaining information about the virtual object lineup and improving the efficiency of human-computer interaction.
[0116] In some embodiments, the terminal may further generate the special display effect based on the ranking of the interaction partner in the ranking information and the account attributes of the interaction partner. For example, the terminal may read the current ranking of the interaction partner from the ranking information, obtain the account attributes (including the account name and account avatar) of the interaction partner (i.e., game account), and generate the special display effect based on the ranking, account name, and account avatar. In this manner, the user can quickly grasp the ranking, nickname, and avatar of the interaction partner matched in this interaction round through the special display effect, and highlight the interaction partner to prompt the user to observe the virtual object lineup effect of the interaction partner's completed or ongoing round.
[0117] In one exemplary embodiment, the terminal generates a presentation special effect by combining several of the above methods. For example, the terminal generates a dynamic effect including a virtual object based on the interaction partner's ranking, account name, and controlled virtual image, and displays the interaction partner's ranking and account name at the top or bottom of the dynamic effect. When the user clicks on the presentation special effect, the terminal displays a spectating interface for the interaction partner. When the user long-presses the presentation special effect, the user can view the lineup of virtual objects deployed by the interaction partner in the second round. That is, by long-pressing the presentation special effect, the user can view the list of participating object IDs selected by the interaction partner in the second round. Optionally, during the playback of the presentation special effect, the terminal collapses the participating object ID list by default to avoid the preparation interface being excessively obscured by the participating object ID list. This allows the presentation special effect itself to contain abundant interactable information, thereby improving the user's information acquisition efficiency and the efficiency of human-computer interaction.
[0118] Here, only exemplary descriptions of the trigger operations for checking the virtual object lineup and transitioning to the spectator interface are provided. It is understood that engineers can define the trigger operations for each of the two functions according to service requirements. For example, clicking can trigger checking the virtual object lineup, and long pressing can trigger transitioning to the spectator interface. In another example, clicking can trigger transitioning to the spectator interface, and double-clicking can trigger checking the virtual object lineup, and the embodiments of the present application are not particularly limited thereto.
[0119] In step 305, after the terminal completes the playback of the special effect, it distinguishes and displays the interaction partner in the ranking information.
[0120] In some embodiments, after the presentation of the special effect is completed, the terminal distinguishes the interaction partner of the first round in the ranking information. For example, the display style of the interaction partner can be distinguished by highlighting, transparency, background color, edge lighting, etc. In another example, a competition mark is added to the side of the interaction partner's account avatar to indicate that the participating player with the competition mark is the interaction partner of the first round. Here, the presentation duration of the special effect can be preset by an engineer, and the playback duration is a value greater than 0. For example, the playback duration can be 2 seconds, 3 seconds, 5 seconds, etc., but the embodiments of the present application are not particularly limited thereto.
[0121] By displaying the interaction partner in a distinguished manner, the interaction partner is made more noticeable in the ranking information, making it easier for the user to quickly determine the interaction partner from the ranking.
[0122] It should be noted that the embodiments of the present application only exemplify displaying the interaction partner in a distinctive manner after the playback of the presentation special effect is completed. Optionally, there is no order of execution between the step of playing the presentation special effect and the step of displaying the interaction partner in a distinctive manner in the ranking information. For example, the terminal first displays the interaction partner in a distinctive manner in the ranking information, and then plays the presentation special effect related to the interaction partner. In another example, the terminal displays the interaction partner in a distinctive manner in the ranking information, and at the same time plays the presentation special effect related to the interaction partner.
[0123] FIG. 5 is a schematic diagram of a display special effect playback process according to an embodiment of the present application. Assuming that the second round is the round immediately preceding the first round, as shown in FIG. 5, after the second round of play between the participating players (i.e., the participating players using the terminal to participate in the game) ends, the terminal settles the interaction results of the second round and clears the chessboard with the second round opponents displayed in the interaction interface. The terminal updates the ranking information based on the interaction results of the second round and transitions from the second round interaction interface to the first round preparation interface. Referring to the ranking area 501 of the preparation interface, the ranking area 501 displays the latest rankings of the eight participating players 511-518 after the settlement of the second round. For example, assuming that the terminal corresponds to the currently ranked first participating player 511, after entering the preparation stage for the first round, the terminal requests the server to match up with an interaction opponent for this round. When the participating player 516, ranked sixth in the target ranking, is matched as an interaction partner, this means that the participating player 511 and the participating player 516 will compete in a 1v1 match as bears in the first round. The terminal plays a presentation special effect 502 generated based on a virtual image controlled by the participating player 516 in the preparation interface, and the presentation special effect 502 has a more prominent visual presentation effect. In one example, after the presentation special effect 502 is displayed, it gradually reduces in size and converges on the participating player 516 in the ranking area 501 when the playback period is reached. After the playback of the presentation special effect 502 is completed, the terminal distinguishably displays the participating player 516 in the ranking area 501. For example, the terminal adds a competition mark 503 to the left of the account avatar of the participating player 516 and indicates to the participating player 516 through the competition mark 503 that he or she will be an interaction partner in the first round of this competition.
[0124] In the above steps 304-305, if the preparation interface does not include any occlusions, one possible embodiment is provided in which a suggested special effect for the interaction partner is displayed, where the occlusion refers to an interface element that can block the suggested special effect. The terminal plays the suggested special effect only when there is no occlusion, which can ensure that the user pays sufficient attention to the suggested special effect, thereby preventing the user from missing the suggested special effect, and ensuring that the user can instantly adjust the formation and position of their virtual objects in the first round, improving the strategy and enjoyment of the game.
[0125] In step 306, in response to a trigger operation for the presented special effect or a trigger operation for the interaction partner that is distinguished and displayed in the ranking information, the terminal switches from the preparation interface to a viewing interface for the interaction partner in the second round, and in the viewing interface, the second round is observed from the viewpoint of the interaction partner.
[0126] Optionally, the terminal switches from the preparation interface to the spectating interface in response to an operation triggering an interaction partner that is distinguished in the ranking information. A "trigger operation for the interaction partner that is distinguished in the ranking information" has the same meaning as an "operation triggering an interaction partner that is distinguished in the ranking information." The operation triggering an interaction partner that is distinguished in the ranking information includes, but is not limited to, at least one of a click operation, a slide operation, a keystroke operation, a long press operation, etc., for an interaction partner that is distinguished in the ranking information. The operation triggering an interaction partner that is distinguished in the ranking information is used to switch from the preparation interface to the spectating interface.
[0127] In some embodiments, a user can perform a trigger operation on a presentation special effect at any time during the playback of the presentation special effect. When the terminal detects a trigger operation on the presentation special effect by the user, the terminal switches from a first round preparation interface to a second round spectating interface for the interaction partner in response to the trigger operation on the presentation special effect. Optionally, if the user wants to enter the spectating interface even after the playback of the presentation special effect is completed, in step 305, the interaction partner is distinguished in the ranking information, so that the user can intuitively find the current interaction partner when checking the ranking information and perform a trigger operation on the distinguished interaction partner. Thus, when the terminal detects that the user has performed a trigger operation on the distinguished interaction partner, the terminal can switch from a first round preparation interface to a second round spectating interface for the interaction partner in response to the trigger operation on the distinguished interaction partner. In this way, by supporting transition to the viewing interface in various ways, the user can find a shortcut entry to the viewing interface in the preparation interface while the presentation special effect is being played or after the presentation special effect has been played, which greatly improves the operating link for entering the viewing interface and improves the efficiency of human-computer interaction.
[0128] Optionally, after entering the spectating interface, the terminal displays, in the spectating interface, a video stream of the match process from a spectating perspective of the interaction opponent in the second round, The video stream may be a live video stream or a historical video stream, and the video stream is retrieved from the server by the terminal in response to the trigger operation.
[0129] Optionally, the trigger operation for the presented special effect may be the same as or different from the trigger operation for the distinctly displayed interaction partner. The trigger operation includes, but is not limited to, a click operation, a press operation, a touch operation, a long press operation, a double click operation, a multi-finger operation, a voice instruction, a gesture instruction, etc., and the embodiments of the present application are not particularly limited thereto.
[0130] In some embodiments, since each round involves multiple participating players paired up to play in a group, the current interaction partner's second round match may not have finished yet. If the second round match has not yet finished, the terminal directly enters a second round spectator interface to observe the ongoing live video stream of the second round from the interaction partner's spectator viewpoint (the same viewpoint as the interaction partner, but the player cannot control the interaction partner's pieces or positions). If the second round match has finished, the terminal can retrieve the interaction partner's historical video stream of the second round and play the historical video stream locally.
[0131] The fact that the spectator viewpoint is the same as the interaction partner indicates that the chessboard interface layout and the main operator are the interaction partner (not the interaction partner's other opponents in the second round). However, due to differences in operational privileges, only a portion of the interaction partner's strategic placement is displayed in the spectator viewpoint. For example, the interaction partner can see the participating objects he or she is playing against in the playing area of the chessboard, and can also see the candidate virtual objects that he or she can play against in the preparation area of the chessboard. In the spectator viewpoint, the user is only granted viewing privileges in the playing area of the chessboard. In other words, from the spectator viewpoint, the user can only see which participating objects the interaction partner has selected for the second round. The user can use the virtual object lineup for the second round as a reference for the first round, but cannot see the candidate virtual objects of the interaction partner. This method enhances the competitiveness, strategy, and enjoyment of the game.
[0132] In some other embodiments, the terminal skips from the preparation interface to the spectating interface in response to a trigger operation for the presented special effect or a trigger operation for the interaction partner distinguished in the ranking information. Alternatively, the terminal provides a spectating sub-interface in the preparation interface in the form of a split screen, multiple screens, a small window, a sub-window, a floating window, or the like. A video stream of the interaction partner's second round is played through the spectating sub-interface. Thus, while observing the virtual object formation and positions of the interaction partner's virtual objects through the spectating sub-interface, the user can adjust which virtual objects to dispatch as participating objects through the preparation interface and adjust the positions of the determined participating objects in the competition area on the chessboard. This method helps the user avoid frequent switching between the spectating interface and the preparation interface, greatly improving the efficiency of human-computer interaction. All of the above optional technical solutions can be arbitrarily combined to form alternative embodiments of the present disclosure, and will not be specifically described herein.
[0133] In the method according to the embodiment of the present application, since both players are participants in a game, during the preparation phase for the opponent's round, the terminal first detects whether there is an obstruction in the preparation interface. Only if there is no obstruction, the terminal plays a special effect related to the interaction partner, allowing the user to enter the spectator interface for the interaction partner's completed or ongoing round through the special effect. On the one hand, such a special effect highlights the matched interaction partner, and on the other hand, the special effect is blocked by the obstruction detection logic, preventing the user from missing the special effect and forgetting or missing the interaction partner's important strategic prompts. While the special effect is playing, the user can enter the spectator interface at any time through the special effect, shortening the user's operation link to enter the spectator interface and improving human-computer interaction efficiency.
[0134] The above examples provide a detailed introduction to the generation and display methods of special effects. In the case of an Auto Chess game, the display rules for the interaction partner matched in the opponent's round are optimized to enhance the opponent's display method, providing a dedicated display process for special effects (e.g., dynamic emoticons, particle effects, videos, etc.) for the interaction partner in this round. Furthermore, when detecting the presence of a functional pop-up window, the special effects can be played directly or delayed, or only when it is detected that the effect does not affect the interaction function of the functional pop-up window. This avoids the possibility of the special effects failing to play normally due to the pop-up window popping up. On the other hand, even if the special effects are played normally, they are not obscured by the functional pop-up window and ignored by the user. This ensures that the user pays sufficient attention to them, thereby improving the user's information acquisition efficiency. Furthermore, while the presentation special effect is being played, the user can quickly enter the viewing interface for the completed or ongoing round of the interaction partner through the presentation special effect. After the presentation special effect is completed, the user can enter the viewing interface through the ranking area, so that the user can fully observe the virtual object lineup and position of the interaction partner in the viewing interface. Based on this, the user can adjust the virtual object lineup and position of our own, thereby achieving the effect of suppressing the interaction partner, improving the strategy and fun of the game, and improving the user's gaming experience.
[0135] In the embodiments of the present application, the Auto Chess game is taken as an example to provide specific possible embodiments of the display process for the special effects. Figure 6 is a principle diagram of the display process for the special effects according to the embodiments of the present application. As shown in Figure 6, the execution body of the display method is an electronic device, and the electronic device is used as a terminal. In this embodiment, the second round is taken as the round immediately before the first round.
[0136] In step 601, after the second round of the player is completed, the player settles and transitions, and the second round opponent disappears at the time of transition.
[0137] That is, after the second round ends, participating player A corresponding to the terminal obtains the settlement results for the second round. The terminal rewards the winner and penalizes the loser based on the settlement results. For example, the winner may be promoted or receive additional loot, while the loser may be penalized by reducing the virtual life value (e.g., blood volume) of the virtual image they control. At the same time, the ranking information is updated based on the settlement results. The terminal then exits the second round interaction interface, plays the end-of-round video, and the second round opponent's match mark disappears from the ranking information.
[0138] In step 602, the preparation stage for the first round begins.
[0139] That is, the terminal starts the preparation phase of the first round. The terminal displays a preparation interface for the first round, which includes the latest ranking information and an initialized chessboard. Optionally, the chessboard includes a playing area and a preparation area, where the playing area initially does not include any pieces, and the preparation area includes all candidate pieces owned by the player. The preparation interface can be considered as a chessboard or space in the preparation phase.
[0140] In step 603, it is determined whether the first round is an opponent round in which the participating players compete against each other, and if so, proceed to step 604; if not, the interaction opponent is not displayed and the process ends.
[0141] That is, the game application determines whether the first round is the opponent's round at the logic level. For example, the game application creates a main thread for an auto chess game, and the main thread is used to maintain the main service logic of the game. The terminal executes the above judgment logic through the main thread. For details of the judgment logic, refer to step 302 in the above embodiment, and the description will not be repeated here.
[0142] In step 604, the interaction partners for the first round are determined.
[0143] That is, the game application on the terminal requests the first round of interaction partner matching at the logic layer. For example, the game application requests the server-side service logic process to match an interaction partner through the main thread. The matching method can refer to step 302 in the above embodiment, and will not be repeated here.
[0144] In step 605, it is determined whether the currently prepared interface is a HUD interface; if so, proceed to step 607; if not, proceed to step 606.
[0145] That is, the game application determines at the logic level whether the prepared interface is a HUD interface that does not include a function pop-up window. For example, the game application executes the above-mentioned HUD interface detection logic through the main thread. The detection method can refer to step 303 in the above embodiment, and will not be described again here.
[0146] In step 606, step 607 is performed after the user completes the function pop-up window operation and closes the function pop-up window to return to the HUD interface.
[0147] In step 607, a presentation effect for the interaction partner is popped up in the HUD interface.
[0148] For example, if the presentation special effect is a Spine special effect, the Spine special effect will pop up at the position of the interaction partner in the ranking information and disappear when the playback period reaches 2 seconds.
[0149] In step 608, the presentation special effect is gradually reduced after being displayed, and disappears when the playback period is reached, and at the same time, one battle mark is added in front of the interaction partner in the ranking information.
[0150] For example, the spine special effect pops up at the position of the interaction partner in the ranking information, gradually shrinks, converges on the interaction partner, and finally becomes a battle mark to the left of the interaction partner's account avatar after playback is complete. The spine special effect is used to indicate that the participating player with the battle mark is the interaction partner in the first round.
[0151] 7 is a logic flowchart of a method for displaying presentation special effects according to an embodiment of the present application. As shown in FIG. 7, the description will be given again from the perspective of three interactions: the user, the presentation layer of the game application, and the logic layer of the game application. The logic layer of the game application here can be provided as a main thread created by the game application, which is used to maintain the basic main service logic of the game. The presentation layer of the game application can be provided as a rendering thread created by the game application, which is driven by the main thread to visually draw the interface on the terminal screen.
[0152] The following describes three interaction processes, taking the first round as the (i+1)th round (i is an integer greater than or equal to 1) as an example. The logic layer determines the end of the i-th round, and the presentation layer issues a round end command. In response to the round end command, the presentation layer exits the i-th round interaction interface. At the same time, the presentation layer controls the cancellation of the i-th round opponent's match mark in the rankings. After entering the preparation stage for the (i+1)th round, the user can choose whether to open a function pop-up window to perform preparation operations such as store card extraction, talent setting, and equipment adjustment. The presentation layer provides the (i+1)th round stage and interface type to the logic layer according to the user's current preparation operations, and the logic layer determines whether the (i+1)th round is a PVP round. If the (i+1)th round is a PVP round, the terminal determines the interaction partner for the (i+1)th round and proceeds to the next HUD interface judgment logic. If the (i+1)th round is not a PVP round, the terminal ends the process without displaying the interaction partner. The logic layer determines whether the current interface in the (i+1)th round is a HUD interface. If the current interface is a HUD interface, the terminal plays the special effect to present the interaction partner. If the current interface is not a HUD interface, the terminal waits until the user closes all function pop-up windows and returns to the HUD interface before playing the special effect to present the interaction partner. The presentation layer controls the special effect to pop up at the interaction partner's position in the ranking, and the special effect lasts for two seconds before shrinking, and adds a battle mark around the interaction partner in the ranking. Note that two seconds is just an example, and technicians can substitute other parameters according to service requirements.
[0153] In the above process, one possible embodiment is provided in which, if a function pop-up window is included, the presentation special effect is played back at a delayed time. Optionally, as described in the above embodiment, even if the preparation interface includes a function pop-up window, whether the presentation special effect is played back at a delayed time can be determined by more precisely detecting whether the function pop-up window and the presentation special effect conflict with each other, and detailed description thereof will be omitted here.
[0154] According to the above embodiment, a dedicated special effect display process is provided for the interaction partner in any round of a game, enhancing the interaction partner display method in the first round. Furthermore, if it is detected that the preparation interface contains a function pop-up window, the special effect display is delayed and is displayed only after all function pop-up windows in the preparation interface are closed. This method allows important strategic information about the interaction partner to be conveyed to the user more effectively and in an interesting way in any round, improving the user's gaming experience.
[0155] FIG. 8 is an exemplary structural diagram of a special effect display device according to an embodiment of the present application. As shown in FIG. 8, the device includes: an interface display module 801 configured to display a preparation interface for a first round in a game, the preparation interface displaying a plurality of participating players in the game; an opponent determination module 802 configured to determine an interaction opponent for the first round from among the plurality of participating players if the first round is an opponent round, where the opponent round refers to an interaction round between the participating players; a special effect display module 803 configured to display a suggested special effect related to the interaction partner when the preparation interface does not include an occlusion, the suggested special effect being used to suggest to the user that they will interact with the interaction partner in the first round, and the occlusion referring to an interface element that can occlude the suggested special effect; and an interface switching module 804 configured to switch from the preparation interface to a second round spectating interface in response to a trigger operation for the presentation special effect, the spectating interface being used to display the interaction behavior of the interaction partner in the second round.
[0156] In the device according to the embodiment of the present application, during the preparation phase for the opponent's round, since both players are participants in the game, the terminal first detects whether there is an obstruction in the preparation interface. Only if there is no obstruction does the terminal play a presentation effect related to the interaction partner, allowing the user to quickly enter the spectator interface for the interaction partner's completed or ongoing round through the presentation effect. On the one hand, such a presentation effect highlights the matched interaction partner. On the other hand, the presentation effect is blocked by the obstruction detection logic, preventing the user from missing the presentation effect and forgetting or missing the interaction partner's important strategic presentation. While the presentation effect is playing, the user can enter the spectator interface at any time through the presentation effect, shortening the user's operation link to enter the spectator interface and improving human-computer interaction efficiency.
[0157] In some embodiments, the preparation interface displays ranking information, which is used to represent the rankings of the multiple participating players in the game. Based on the device configuration shown in FIG. 8, the special effect display module 803 includes: a special effect playback unit configured to play the presented special effect based on the ranking information; and a distinction display unit configured to distinguishably display the interaction partner in the ranking information after the playback of the presented special effect is completed.
[0158] In some embodiments, the presentation special effects include dynamic special effects and static special effects, wherein the dynamic special effects are gradually reduced in display size during playback, and the static special effects are used to distinguish and display the interaction partner in the ranking information after the playback of the dynamic special effects is completed.
[0159] In some embodiments, the interface switching module 804 is further configured to switch from the preparation interface to the spectating interface in response to an operation that triggers the interaction partner that is distinguished in the ranking information.
[0160] In some embodiments, based on the configuration of the device shown in FIG. 8 , the device further includes an interface detection module configured to detect the interface type of the preparation interface, and the special effect display module 803 is further configured to display the presented special effect if the interface type is an interaction interface that does not include a function pop-up window.
[0161] In some embodiments, the special effect display module 803 is further configured to, when the interface type is an interaction interface including a function pop-up window, display the presented special effect after detecting that the function pop-up window has been closed.
[0162] In some embodiments, the preparation interface displays ranking information of the multiple participating players in the game, and the special effect display module 803 is further configured to, when the interface type is an interaction interface including a function pop-up window, determine a display area of the presented special effect based on the position of the interaction partner in the ranking information, and display the presented special effect when the function pop-up window and the display area do not overlap each other.
[0163] In some embodiments, the special effect display module 803 is further configured to, when there is an overlapping area between the function pop-up window and the display area, if the overlapping area does not include an interaction control in the function pop-up window, place the presented special effect on the top layer of the overlapping area and display the presented special effect.
[0164] In some embodiments, based on the configuration of the device shown in FIG. 8 , the device further includes a special effect generation module configured to generate the presentation special effect based on a virtual image of the interaction partner in the game, or to generate the presentation special effect based on a participating object set by the interaction partner in the second round, or to generate the presentation special effect based on the ranking of the interaction partner in the ranking information and the account attributes of the interaction partner.
[0165] All of the above optional technical solutions can be arbitrarily combined to form alternative embodiments of the present disclosure, and will not be described in detail herein. Although the above-mentioned embodiments of the special effect display device for displaying special effects related to an interaction partner have been described using only the division of the above-mentioned functional modules as an example, it should be noted that in actual applications, the above-mentioned functions may be assigned and completed by different functional modules as needed, i.e., the internal structure of the electronic device may be divided into different functional modules to complete all or part of the above-mentioned functions. Furthermore, the special effect display device for the above-mentioned embodiments belongs to the same concept as the embodiments of the special effect display method, and its specific implementation process may refer to the embodiments of the special effect display method, and will not be described again here.
[0166] 9 is an exemplary structural diagram of an electronic device according to an embodiment of the present application. As shown in FIG. 9, the electronic device is taken as an example of a terminal 900. Optionally, the device type of the terminal 900 includes a smart mobile phone, a tablet, a Moving Picture Experts Group Audio Layer III (MP3), a Moving Picture Experts Group Audio Layer IV (MP4), a laptop computer, or a desktop computer, etc. The terminal 900 may also be referred to by other names such as a user device, a portable terminal, a laptop terminal, a desktop terminal, etc.
[0167] Typically, the terminal 900 includes a processor 901 and a memory 902 .
[0168] Optionally, the processor 901 comprises one or more processing cores (such as a 4-core processor and an 8-core processor). Optionally, the processor 901 is implemented using at least one form of hardware of a digital signal processor (DSP), a field-programmable gate array (FPGA), or a programmable logic array (PLA). In some embodiments, the processor 901 comprises a main processor and a coprocessor, where the main processor is a processor used to process data in a wake-up state and is also called a central processing unit (CPU). The coprocessor is a low-power processor used to process data in a standby state. In some embodiments, the processor 901 is integrated with a graphics processing unit (GPU), where the GPU is used to render and draw content that needs to be displayed on a display screen. In some embodiments, the processor 901 further comprises an artificial intelligence (AI) processor, where the AI processor is used to process computing operations related to machine learning.
[0169] In some embodiments, memory 902 includes one or more computer-readable storage media, and optionally, the computer-readable storage media are non-transitory. Optionally, memory 902 further comprises one or more of magnetic disk memory, high-speed random access memory such as flash memory, and non-volatile memory. In some embodiments, the non-transitory computer-readable storage media in memory 902 is configured to store at least one program code, and the at least one program code, when executed by processor 901, realizes the method for displaying special effects according to each embodiment of the present application.
[0170] In some embodiments, the terminal 900 may further include a peripheral interface 903 and at least one peripheral. The processor 901, the memory 902, and the peripheral interface 903 may be connected to each other via a bus or signal lines. Each peripheral may be connected to the peripheral interface 903 via a bus, signal line, or circuit board. Specifically, the peripheral includes at least one of a radio frequency circuit 904, a display screen 905, an audio circuit 906, and a power supply 907.
[0171] As will be appreciated by those skilled in the art, the structure shown in FIG. 9 is not intended to limit the terminal 900, and the terminal 1200 may include more or fewer components than those shown, or some components may be combined, or a different component arrangement may be employed.
[0172] In an exemplary embodiment, a computer-readable storage medium, such as a memory, containing at least one computer program is further provided, which can be executed by a processor in an electronic device to realize the special effect display method in each of the above embodiments. For example, the computer-readable storage medium can be a read-only memory (ROM), a random access memory (RAM), a read-only memory (CD-ROM), a magnetic disk, a floppy disk, an optical data storage device, etc.
[0173] In an exemplary embodiment, a computer program product is further provided, including one or more computer programs stored in a computer-readable storage medium, wherein one or more processors of an electronic device can read the one or more computer programs from the computer-readable storage medium, and the one or more processors execute the one or more computer programs to cause the electronic device to perform the method for displaying special effects in the above embodiment.
[0174] Those skilled in the art can understand that all or part of the steps in the above embodiments can be implemented by hardware, and can also be realized by instructing related hardware by a program, and optionally, the program is stored in a computer-readable storage medium, and optionally, the above-mentioned storage medium is a read-only memory, a magnetic disk, or an optical disk, etc.
[0175] The above are only optional examples of the present application, and do not limit the present application, and any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall all fall within the protection scope of the present application. [Explanation of symbols]
[0176] 120 Terminal 1 140 servers 160 Terminal 2 400 Preparation Interface 401 Functionality Popup Window 501 Ranking Area 502 Presentation Special Effects 503 Match Mark 511~518 Participating players 801 Interface Display Module 802 Partner Determination Module 803 Special Effects Display Module 804 Module 900 terminals 901 processor 902 memory 903 Peripheral Device Interface 904 Radio Frequency Circuits 905 Display screen 906 Audio Circuit 907 Power supply 1200 terminals
Claims
1. A method for displaying special effects performed by an electronic device, comprising: a step of displaying a preparation interface for a first round in the game, the preparation interface displaying a plurality of participating players participating in the game; a step of determining an interaction partner for the first round from among the plurality of participating players when the first round is an opponent's round, the opponent's round referring to an interaction round between the participating players; If the preparation interface does not include an occlusion, displaying a presentation special effect related to the interaction partner, the presentation special effect being used to present to the user that they will interact with the interaction partner in the first round, and the occlusion referring to an interface element that can occlude the presentation special effect; A method for displaying special effects, comprising: a step of switching from the preparation interface to a second round spectating interface in response to a trigger operation for the presented special effect, the spectating interface being used to display the interaction behavior of the interaction partner in the second round.
2. The preparation interface displays ranking information, the ranking information representing rankings of the plurality of participating players in the game, and the step of displaying a presentation special effect related to the interaction partner includes: playing the presentation special effect based on the ranking information; The special effect display method according to claim 1 , further comprising: after the playback of the presented special effect is completed, displaying the interaction partner in a distinguishable manner in the ranking information.
3. 3. The special effect display method according to claim 2, wherein the presented special effects include dynamic special effects and static special effects, the display size of the dynamic special effects is gradually reduced during playback, and the static special effects are displayed to distinguish the interaction partner in the ranking information after the playback of the dynamic special effects is completed.
4. The method for displaying the special effect comprises: The special effect display method according to claim 2 or 3, further comprising a step of switching from the preparation interface to the spectating interface in response to an operation that triggers the interaction partner that is displayed in a distinctive manner in the ranking information.
5. If the preparation interface does not include an occlusion, the step of displaying a presentation special effect regarding the interaction partner includes: detecting an interface type of the provisioning interface; The method for displaying special effects according to claim 1 , further comprising: if the interface type is an interaction interface that does not include a function popup window, displaying the presented special effect.
6. The method for displaying the special effect comprises:
6. The method for displaying special effects according to claim 5, further comprising the step of: when the interface type is an interaction interface including a function pop-up window, displaying the presented special effect after detecting that the function pop-up window has been closed.
7. The preparation interface displays ranking information of the plurality of participating players in the game, and the method of displaying the special effect includes: If the interface type is an interaction interface including a function popup window, determining a display area of the presented special effect based on a position of the interaction partner in the ranking information; The method of claim 5 , further comprising: displaying the presented special effect when the function popup window and the display area do not overlap each other.
8. The method for displaying the special effect comprises:
8. The special effect display method according to claim 7, further comprising the step of: when an overlapping area exists between the function popup window and the display area, and when the overlapping area does not include an interaction control in the function popup window, placing the presented special effect in a top layer of the overlapping area and displaying the presented special effect.
9. Before displaying the presentation special effect related to the interaction partner, the method for displaying the special effect includes: generating the presentation special effect based on a virtual image of the interaction partner in the game; or generating the presentation special effect based on the contest object placed by the interaction partner in the second round; or The special effect display method according to claim 1 , further comprising the step of generating the presented special effect based on a ranking in ranking information of the interaction partner and an account attribute of the interaction partner.
10. 1. A special effects display device comprising: an interface display module configured to display a preparation interface for a first round in a game, the preparation interface displaying a plurality of participating players in the game; an opponent determination module configured to determine an interaction opponent for the first round from among the plurality of participating players when the first round is an opponent round, wherein the opponent round refers to an interaction round between the participating players; a special effect display module configured to display a presentation special effect related to the interaction partner when the preparation interface does not include an occlusion, the presentation special effect being used to present to a user that they will interact with the interaction partner in the first round, and the occlusion referring to an interface element that can occlude the presentation special effect; a special effect display device comprising: an interface switching module configured to switch from the preparation interface to a spectator interface for the interaction partner in a second round in response to a trigger operation for the presented special effect, the spectator interface being used to display the interaction behavior of the interaction partner in the second round.
11. 10. An electronic device comprising one or more processors and one or more memories, wherein the one or more memories store at least one computer program, and the one or more processors load and execute the at least one computer program to implement the method for displaying special effects according to any one of claims 1 to 9.
12. A computer-readable storage medium having stored thereon at least one computer program that is loaded and executed by a processor to cause the processor to implement the method for displaying special effects according to any one of claims 1 to 9.
13. A computer program product comprising at least one computer program which, when loaded and executed by a processor, causes said processor to implement the method for displaying special effects according to any one of claims 1 to 9.
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