Methods for displaying special effects and their apparatus, electronic devices, and computer programs

The auto chess game method improves human-computer interaction by displaying a special effect to highlight the opponent's lineup and strategy, overcoming obstructions and simplifying interface navigation for strategic insight.

JP7871488B2Active Publication Date: 2026-06-08TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2023-10-17
Publication Date
2026-06-08

AI Technical Summary

Technical Problem

Existing auto chess games lack an efficient method to enhance human-computer interaction during the preparation phase by effectively presenting the opponent's lineup and strategy, leading to potential missed strategic insights due to obstructions and complex interface navigation.

Method used

A method and device that display a special presentation effect in the preparation interface if no obstructions are present, highlighting the interaction partner and allowing direct entry to a spectator interface for observing the opponent's round, thereby improving human-computer interaction efficiency.

Benefits of technology

The method ensures the opponent's strategy is prominently displayed without obstruction, enabling users to quickly access strategic information and reducing navigation steps, thus enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This application discloses a method and device for displaying special effects, as well as electronic devices and storage media, and belongs to the computer technical field. During the preparation phase of an opponent's round, this application detects whether the preparation interface contains an obstruction, and only if there is no obstruction does it play a special effect related to the interaction partner. On the one hand, the special effect highlights the matched interaction partner, and on the other hand, the obstruction detection logic prevents the special effect from being blocked, preventing the user from missing the special effect. While the special effect is playing, the user can quickly enter the viewing interface for the interaction partner's completed or ongoing round at any time through the special effect, shortening the user's operation link to enter the viewing interface and improving human-computer interaction efficiency.
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Description

Technical Field

[0001] This application claims the priority of a Chinese patent application filed on November 15, 2022, with the application number 202211427552.1 and the invention title "Special Effect Display Method and Its Device, Electronic Device, and Storage Medium", and all the contents of the Chinese patent application are incorporated into this application by reference.

[0002] This application relates to the field of computer technology, and particularly to a special effect display method and its device, electronic device, and storage medium.

Background Art

[0003] Auto chess is a new chess game. A game match is usually divided into multiple rounds. In each round, both sides of the match select the objects to appear in this round from the virtual objects they already own (usually called "pieces"), and after placing the objects to appear on the chessboard, the game application can automatically control the objects to appear on both sides to interact and output the interaction result.

[0004] Before the start of one round, a preparation stage is usually set, which is convenient for players to select or purchase new virtual objects, adjust the lineup or position of the objects to appear in this round, or equip the objects to appear. Since there may be a restraint relationship between the objects to appear in a specific lineup, in order to improve the strategic nature of the game, players need to observe the lineup of the opponent, that is, in the preparation stage of the auto chess game, it is very important how to effectively present the opponent in this round.

Summary of the Invention

Problems to be Solved by the Invention

[0005] Embodiments of the present invention provide a method for displaying special effects, an apparatus therefor, an electronic device, and a storage medium that can improve the efficiency of human-computer interaction (HCI) by providing an enhanced display method for interaction with an opponent in any round of a game match. [Means for solving the problem]

[0006] In one embodiment, a method for displaying special effects is provided, the method is performed by an electronic device, and the method is A step of displaying a preparation interface for the first round of a game, wherein the preparation interface displays multiple participating players in the game; If the first round is an opponent's round, the step of determining the interaction opponent for the first round from among the multiple participating players, wherein the opponent's round refers to the interaction round between the participating players, and If the preparation interface does not include an obstruction, the step of displaying a special presentation effect relating to the interaction partner, wherein the special presentation effect is used to indicate that the interaction partner was matched in the first round, and the obstruction refers to an interface element that can obstruct the special presentation effect. The step of switching from the preparation interface to a viewing interface for the interaction partner in the second round in response to a trigger operation for the aforementioned special effect, the viewing interface observing the second round from the perspective of the interaction partner.

[0007] In one embodiment, a display device for special effects is provided, and the device is An interface display module configured to display a preparation interface for the first round of a game match, wherein the preparation interface displays multiple participating players in the game match, and the interface display module If the first round is an opponent's round, the opponent determination module is configured to determine the interaction opponent for the first round from among the multiple participating players, wherein the opponent's round refers to the interaction round between the participating players. A special effects display module configured to display a special effect related to the interaction partner if the preparation interface does not include an obstruction, wherein the special effect is used to indicate that the interaction partner was matched in the first round, and the obstruction refers to an interface element that can obstruct the special effect; An interface switching module configured to switch from the preparation interface to a spectator interface for the interaction partner in the second round in response to a trigger operation for the aforementioned special effect, wherein the spectator interface observes the second round from the perspective of the interaction partner.

[0008] In one embodiment, an electronic device is provided comprising one or more processors and one or more memories, the one or more memories storing at least one computer program, and the one or more processors loading and executing the at least one computer program to perform the method of displaying special effects of any one of the possible embodiments described above.

[0009] In one embodiment, a computer-readable storage medium is provided, which stores at least one computer program that is loaded and executed by a processor to cause the processor to perform a method for displaying special effects of any one of the possible embodiments described above.

[0010] In one embodiment, a computer program product is provided, which includes one or more computer programs stored on a computer-readable storage medium. 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 a method of displaying special effects of any one of the possible embodiments described above. [Effects of the Invention]

[0011] The technical solution according to the present embodiment may include the following beneficial effects.

[0012] During the preparation phase of an opponent's round, since both players are participants in a game, the terminal first detects whether or not there are any obstructions in the preparation interface. Only if there are no obstructions, the terminal plays a special presentation effect related to the interaction partner, thereby allowing the user to quickly enter the spectator interface for the interaction partner's completed or ongoing rounds via the special presentation effect. On the one hand, such a special presentation effect highlights the matched interaction partner, and on the other hand, the obstruction detection logic prevents the special presentation effect from being blocked, thus preventing the user from missing or forgetting important strategic presentations from the interaction partner. Furthermore, while the special presentation effect is playing, the user can enter the spectator interface at any time via the special presentation effect, shortening the user's steps to enter the spectator interface and improving the efficiency of human-computer interaction. [Brief explanation of the drawing]

[0013] [Figure 1] It is a schematic diagram of the implementation environment of the method for displaying special effects according to an embodiment of the present application. [Figure 2] It is a flowchart of the method for displaying special effects according to an embodiment of the present application. [Figure 3] It is a flowchart of the method for displaying special effects according to an embodiment of the present application. [Figure 4] It is a schematic diagram of a preparation interface including a function pop-up window according to an embodiment of the present application. [Figure 5] It is a schematic diagram of the playback process of a presented special effect according to an embodiment of the present application. [Figure 6] It is a schematic diagram of the principle of the display process of a presented special effect according to an embodiment of the present application. [Figure 7] It is a logic flowchart of the method for displaying a presented special effect according to an embodiment of the present application. [Figure 8] It is an exemplary structural diagram of a special effect display device according to an embodiment of the present application. [Figure 9] It is an exemplary structural diagram of an electronic device according to an embodiment of the present application.

Mode for Carrying Out the Invention

[0014] In order to more clearly explain the technical solutions in the embodiments of the present application, the drawings necessary for the description of the embodiments have been briefly introduced above.

[0015] To make the objectives, technical solutions, and advantages of the present application clearer, the embodiments of the present application will be described in more detail below with reference to the drawings.

[0016] In the present application, terms such as "first" and "second" are used to distinguish the same items or similar items with almost the same actions and functions. For the sake of understanding, there is no logical or temporal dependency among "first", "second", and "n", and it does not limit the number and execution order.

[0017] In this application, the term "at least one" refers to one or more, and "a plurality" means two or more. For example, a plurality of participating players refers to two or more participating players.

[0018] In this application, the term "including at least one of A or B" may include only A, only B, or both A and B.

[0019] The related information of the user according to this application (including but not limited to user device information, personal information, behavioral information, etc.), data (including but not limited to data used for analysis, data stored, data displayed, etc.), and signals are all approved, consented, and permitted by the user when applying the method of the embodiments of this application to specific products or technologies, or are fully permitted by each party. Moreover, the collection, use, and processing of the 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 according to this application are obtained under full permission.

[0020] First, the terms according to the embodiments of this application will be briefly introduced.

[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 virtual environment of the real world, a semi-virtual and semi-fictional environment, or a completely fictional environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, and this application is not limited thereto. The following embodiments will be described by taking the virtual environment as a three-dimensional virtual environment as an example.

[0022] Auto Chess refers to a new type of multiplayer electronic strategy chess card game. In Auto Chess, a single game is usually divided into multiple rounds. In each round, the user assembles one or more virtual objects (i.e., "pieces") from their already owned virtual objects to form the virtual object lineup for that round, and can then play against the virtual object lineup assembled by their opponent for that round.

[0023] In an auto chess game, each game match has a fixed number of participating players, and these players do not change during the match. These players play in pairs in each round, and the virtual life points of the virtual image (also called "avatar") of the loser of each round decrease by a certain amount. This process is repeated multiple times until only one player's virtual image remains. Note that virtual images are different from the virtual objects that appear as pieces in the game. A player owns only one virtual image in a single game match, but can own multiple virtual objects.

[0024] Furthermore, as a basic game rule for each round, players can choose combinations of different types of virtual objects and place the selected objects as pieces on their chessboard. The system then automatically pits these pieces against those chosen by other players, and the player whose pieces survive last wins.

[0025] The term "chessboard" refers to the area used for preparing for and playing a game in the auto chess game interface. This may be any one of the following: a 2D virtual chessboard, a 2.5D virtual chessboard, or a 3D virtual chessboard, and this application is not limited to these. Here, the chessboard is divided into a game area and a preparation area.

[0026] The battle area contains several battle grids of the same size, which can be used to place the participating objects that will compete in each round of the game. The preparation area contains several preparation grids, which are used to place candidate virtual objects, and virtual objects owned by the player but not currently competing can be placed in the preparation grid. In the preparation phase before the start of a round, the player can adjust the lineup of virtual objects for the round by dragging some virtual objects from the preparation grid to the battle grid, and can also implement a predetermined battle strategy by adjusting the position of each participating object placed in the battle grid. A virtual object will only participate in the battle as a competing object in the round if it is dragged from the preparation grid to the battle grid; virtual objects remaining in the preparation grid will not participate in the battle in the round.

[0027] Regarding the grid configuration method for the battle area, in one possible embodiment, the battle area contains n (rows) × m (columns) battle grids, where n is an integer multiple of 2, and adjacent rows of grids are aligned, or adjacent rows of grids are arranged alternately. The battle area is also evenly divided into two parts along the rows, which are the player's battle area and the opponent's battle area, and in the preparation stage, players can only place pieces on the battle grids in their own battle area. Here, m is a positive integer, and both n and m are predetermined by the engineer.

[0028] A virtual image is an image that uniquely corresponds to a participating player in a single game match, and players determine whether a virtual image is eliminated via its virtual life value. 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 in the game match, and the predetermined threshold is a numerical value pre-set by the engineer. In the auto chess game, virtual images cannot be placed on the chessboard as pieces, nor can they participate in rounds of the game match. The virtual image is run in each round of the participating player's entire game match until the virtual image dies and the participating player is eliminated.

[0029] A virtual object refers to the smallest unit of combat in the lineup of virtual objects assembled by participants in each round of a game. In Auto Chess, virtual objects can only move on the chessboard in the virtual environment and are placed either as candidate virtual objects in the preparation area of ​​the chessboard or as pieces in the combat area of ​​the chessboard. In other words, a virtual object is a movable object that can only move within the chessboard in Auto Chess, and while players only need to control the position of virtual objects before the start of a round, players do not need to manually manipulate virtual objects to conduct combat within a round; the combat of virtual objects in a round is automatically controlled by the system. Virtual objects may be virtual pieces, virtual people, virtual animals, anime characters, etc. Each virtual object has its own shape and volume on the chessboard and occupies one grid within the preparation area or combat area of ​​the chessboard.

[0030] In auto chess games, players can adjust or optimize their virtual object lineup by performing actions such as buying, selling, upgrading, equipping, and strengthening virtual objects. For example, players can draw new virtual objects in the form of cards from a virtual store.

[0031] A game match refers to a virtual match (also called a virtual game) in a virtual environment in which at least two participating players compete against each other. Each participating player has one unique virtual image that corresponds to them within a single game match, and this virtual image does not change as the rounds within the match progress. A single game match consists of multiple rounds, which can be divided into opponent rounds and non-opponent rounds. An opponent round refers to a round in which participating players compete in pairs, while a non-opponent round refers to a round that does not involve competition between participating players, such as a jungle round in which participants battle virtual monsters, or an auction round in which participants purchase virtual loot from a virtual store. There are no particular limitations on the type of non-opponent round here.

[0032] The preparation phase in auto chess is a crucial stage before the start of each round of the game. During this phase, players can perform a series of preparatory operations, such as drawing store cards, arranging their formation, adjusting positions, equipping items, and gathering information. It is an important time to adjust the game strategy for the main round.

[0033] Store card extraction occurs during the preparation phase before the start of a round, when a virtual store interface automatically pops up within the game application. Players can then purchase desired pieces from the virtual store to build their virtual object lineup.

[0034] The system architecture of the embodiment of the present invention will be described below.

[0035] Figure 1 is a schematic diagram of the implementation environment for the method of displaying special effects according to an embodiment of the present application. Referring to Figure 1, the implementation environment includes a first terminal 120, a server 140, and a second terminal 160.

[0036] The first terminal 120 has a game application installed and running that supports a virtual environment. Optionally, the game application includes one of the following: an auto chess game, a multiplayer strategic round-based chess / card game, a virtual reality application, a 3D map application, or a multiplayer machine survival game. In some embodiments, the first terminal 120 is a terminal used by the first user, and when the first terminal 120 runs the game application, it displays the user interface of the game application on its screen, sends a game opening request to the server 140 based on the first user's opening operation on the user interface, the server 140 returns to the first terminal 120 a list of multiple participating players (including the first user themselves) matched for the game, and the first terminal 120 initializes the game ranking information based on these multiple participating players. Optionally, each participating player during a game can choose which virtual image to use for the current match. This virtual image does not change as the rounds progress during the current match, but it can be changed for different matches. For example, the first user controls the first virtual image during a game using the first terminal 120.

[0037] The first terminal 120 and the second terminal 160 communicate and connect with the server 140 directly or indirectly via a wireless network or a wired network.

[0038] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, or a virtualization center. Server 140 is used to provide backend services to a game application that supports a virtual environment. Optionally, Server 140 may be responsible for primary computing tasks while Terminal 120 and Terminal 2 160 are responsible for secondary computing tasks, or Server 140 may be responsible for secondary computing tasks while Terminal 120 and Terminal 2 160 are responsible for primary computing tasks, or a distributed computing architecture may be used to facilitate collaborative computing between Server 140, Terminal 120, and Terminal 2 160.

[0039] It should be noted that the above-mentioned servers may be independent physical servers, or server clusters or distributed systems composed of multiple physical servers, or cloud servers that provide basic 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.

[0040] The second terminal 160 has a game application installed and running that supports a virtual environment. Optionally, the game application includes one of the following: an auto chess game, a multiplayer strategic round-based chess / card game, a virtual reality application, a 3D map application, or a multiplayer machine survival game. In some embodiments, the second terminal 160 is a terminal used by a second user, and when the second terminal 160 runs the game application, it displays the user interface of the game application on its screen, sends a game opening request to the server 140 based on the second user's game opening operation on the user interface, the server 140 replies to the second terminal 160 with multiple matched players in the game (for example, the second user being in the same game as the first user), and the second terminal 160 initializes the game ranking information based on these multiple players. Optionally, the second user uses the second terminal 160 to control a second virtual image during the game.

[0041] In some embodiments, a first virtual image controlled by a first terminal 120 and a second virtual image controlled by a second terminal 160 are in the same game, and the first and second virtual images are matched as interaction partners (referred to as opponents) in the current round, i.e., the first round. In the first round, the first user and the second user assemble their respective virtual object lineups during the preparation phase of the first round, select the objects to participate in the first round, and after the first round begins, the virtual object lineups of both sides are controlled by the system and automatically begin to compete. When all of one side's participating objects are destroyed, the surviving side 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 participating players until only one participant's virtual image survives, and the winner is determined in a normal game match.

[0042] In one exemplary scenario, if the first terminal 120 enters the preparation phase for a round of a game match and requests from the server 140 to be the interaction partner for that round as a second user, it plays a presentation special effect related to that interaction partner in the preparation interface for that round, based on the method provided by the embodiment of the present invention.

[0043] The device types of the first terminal 120 and the second terminal 160 may be the same or different, and such device types include, but are not limited to, at least one of smartphones, tablet computers, smart speakers, smartwatches, smart handheld consoles, portable game consoles, in-vehicle devices, laptop computers, and desktop computers. For example, both the first terminal 120 and the second terminal 160 are smartphones or other handheld portable game consoles. The following embodiments will be described using the example that the terminals include smartphones.

[0044] Those skilled in the art will understand that the number of terminals may be greater or less than described above. For example, there may be only one terminal, or there may be tens, hundreds, or more. The embodiments of this application are not limited to the number of terminals or the type of equipment.

[0045] Figure 2 is a flowchart of the method for displaying special effects according to an embodiment of the present application. Referring to Figure 2, the embodiment is performed by an electronic device, and as an 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-described implementation environment, and the embodiment includes the following steps.

[0046] In step 201, the terminal displays the preparation interface for the first round of the game, and this preparation interface displays the multiple participating players in the game.

[0047] Here, the first round is any round in a game other than the first round.

[0048] In some embodiments, a game match is a virtual match involving multiple players of a multiplayer strategic round-based chess card game. Since it is a chess card game, the virtual match may also be called a virtual battle, virtual tile game, virtual chess game, etc., and the embodiments of this application are not particularly limited to these terms. Multiple players are involved in a single game match, and the number of players who can participate in each game match is predetermined by the engineer. For example, the number of players may be 8 or 10, and the embodiments of this application are not particularly limited to the number of players involved in a game match.

[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 in which participating players do not compete against each other. For example, non-opponent rounds may include jungle rounds, auction rounds, etc., 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 invention are not particularly limited to the type of non-opponent rounds.

[0050] Optionally, in the opponent round, the system pairs up the multiple participating players, and the two paired players become each other's interaction partners in that opponent round. In this way, two 1v1 matches are realized for each of the multiple participating players. After the 1v1 matches are completed, the virtual life value of the virtual image controlled by the loser is reduced by a certain amount. The method of subtracting the virtual life value is predetermined by the system and is not specifically limited here. Optionally, if the virtual life value of the virtual image controlled by a certain participating player becomes 0 or less than a predetermined threshold, that participating player is eliminated from the game. If the virtual life value of the virtual image controlled by a certain participating player is greater than 0 or above the predetermined threshold, that participating player continues the current game. The predetermined threshold may be a number predetermined by the engineer.

[0051] In some embodiments, a preparation phase is set up before any round of a game begins, during which participating players can perform a series of preparation operations such as drawing store cards, arranging their formation, adjusting positions, equipping items, and acquiring information. The method according to the embodiment of the present invention is performed during the preparation phase before the opponent's round begins.

[0052] In some embodiments, for the first round of a game, the first round is any round in the game except the first round. Once the round immediately preceding the first round has finished, the preparation phase for the first round begins, and simultaneously, the terminal switches from the interaction interface of the previous round to the preparation interface for the first round. Optionally, the preparation interface displays multiple participating players in the game. Participating players refer to game accounts participating in the game. No new participating players are added to the game, but as the rounds progress, the original participating players are eliminated until only one virtual image controlled by that single participating player remains, determining the winner of the game.

[0053] In some embodiments, when displaying the multiple participating players in the above preparation interface, the current ranking of each participating player in the game is displayed using a ranking system. For example, the terminal may rank the players in descending order of the virtual life values ​​of the virtual images controlled by each participating player, or the terminal may rank the players in descending order of the match points each player has acquired in all rounds to date, or the terminal may organize the ranking using other ranking algorithms, and the embodiments of the present invention are not particularly limited thereto.

[0054] In step 202, if the first round is an opponent's round, the terminal determines the interaction opponent for that first round from among the multiple participating players, and the opponent's round refers to the interaction round between the participating players.

[0055] In some embodiments, the terminal detects the round type of the first round after entering the preparation phase for the first round. If the round type indicates that the first round is an opponent's round, it means that in the first round, both players competing are participants in a game match and not system-controlled non-player character (NPC) objects or NPC objects controlled by an artificial intelligence (AI) model. If the first round is an opponent's round, the terminal sends an opponent matching request to the server, and the server, in response to the opponent matching request, assigns one interaction partner from among the multiple participants to the terminal and sends the opponent identifier of the assigned interaction partner to the terminal. The algorithm for assigning interaction partners is not particularly limited here. The terminal receives the opponent identifier that the server has returned based on the opponent matching request and, based on that opponent identifier, determines the interaction partner indicated by that identifier from among the multiple participants. Optionally, the counterpart identifier may include the 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 phase of 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 is not necessary to display any special presentation effects regarding the interaction partner through step 203. Instead, a round mark for the non-opponent round can be displayed on the preparation interface. This round mark is used to identify the round type of the non-opponent round. For example, by setting different round identifiers for jungle rounds and auction rounds, 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 contain any occlusions, the terminal displays a presentation special effect related to the interaction partner, which is used to present to the user that they will interact with the interaction partner in the first round, and an occlusion refers to an interface element that can block the presentation special effect.

[0058] Optionally, the special effect display is used to present the user with their interaction opponent in the first round. The user referred to here is a player who is already participating in or will participate in the first round; that is, the user participates in the game by controlling the participating players via the terminal. For example, if User 1 and User 2 interact in the same first round, the special effect display information shown by Terminal 1, used by User 1, is used to present to User 1 that the interactive player in the first round is an opponent controlled by User 2. The special effect display information shown by Terminal 2, used by User 2, is used to present to User 1 that the interactive player in the second round is an opponent controlled by User 1.

[0059] Optionally, special effect information is used to distinguish and display interaction partners. The display format of special effect information includes at least one of dynamic special effects and static special effects. Here, dynamic special effects are used to dynamically distinguish and display interaction partners, and static special effects are used to statically distinguish and display interaction partners, for example, by using a different display style from other participating players to display the identifier information of the interaction partner. See the following examples for display styles of special effect information.

[0060] In some embodiments, the terminal indicates whether the preparation interface contains interface element occlusions that may obstruct the presentation special effects. Optionally, if the preparation interface does not contain occlusions, the terminal plays a presentation special effect related to the interaction partner in the preparation interface, indicating that the interaction partner was matched in the first round, allowing the user to directly enter a viewing interface for the interaction partner by triggering the presentation special effect, and observing the virtual object lineup (e.g., the arrangement of pieces) and positions for the second round from the interaction partner's perspective.

[0061] This method, on the one hand, provides special effects that highlight the interaction partner, making them stand out more among multiple participants and preventing the user from forgetting or missing important strategic suggestions provided by the interaction partner in the first round. On the other hand, this method provides a shortcut entry to the spectator interface, allowing the user to enter the spectator interface at any time via the special effects while they are playing. This shortens the steps required for the user to enter the spectator interface, simplifies the user's actions, and improves the efficiency of human-computer interaction.

[0062] Before displaying the special effect, the terminal detects whether the preparation interface contains any obstructions and only plays the special effect if there are no obstructions. This means that if the preparation interface does not originally contain any obstructions, the special effect can be played. Checking for obstructions prevents the special effect from being obscured, allowing the user to freely choose when to enter the viewing interface through the special effect, thus providing the user with a high degree of operational freedom. Optionally, if the preparation interface contains an obstruction (for example, if the user has a function popup window such as a virtual store or virtual equipment bar open and is performing other preparation operations), when the terminal detects that the function popup window has been closed, it determines that there are no obstructions. In this case, it is equivalent to providing a delayed playback logic for the special effect, preventing the special effect from being obscured by the function popup window and preventing the user from missing the timing to receive strategic information about their interaction partner, thus improving the efficiency of user information acquisition.

[0063] In step 204, the terminal switches from the preparation interface to the second round spectator interface in response to a trigger operation for a special effect presentation, and the spectator 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 that occur before the first round during a game. Optionally, the first round is the nth round in the game, and the second round is the mth round, 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, and the second round includes any one round from the mth to the pth rounds, where m is a positive integer less than p and p is a positive integer less than n.

[0065] Exemplary, the second round is pre-configured, for example, fixed to the round immediately preceding the first round. Exemplary, the second round is selected by the user. For example, the terminal obtains the round identifier for the second round in response to an operation indicating the second round. The terminal determines the second round based on the round identifier, requests the server for the second round viewing interface, and the terminal displays the viewing interface. In some embodiments, the user can perform a trigger operation on a special effect during its playback, and when the terminal detects the user's trigger operation on the special effect, it switches from the first round preparation interface to the second round viewing interface of the interaction partner in response to the trigger operation on the special effect. Optionally, the terminal displays the second round viewing interface of the interaction partner over the preparation interface, or the terminal cancels the display of the preparation interface and displays the second round viewing interface of the interaction partner.

[0066] In some embodiments, the spectator interface displays the interaction behavior of the interaction partner in the second round. For example, the spectator interface is used to display game footage or game video related to the interaction with the interaction partner in the second round. Optionally, the content displayed in the spectator interface is related to the interaction partner's perspective, and the user observes the interaction partner's interaction behavior in the second round from the interaction partner's point of view within the spectator interface.

[0067] In some embodiments, the interaction action includes, but is not limited to, at least one of the following: the virtual opponent lineup that the interaction partner uses in the second round; the positions of the virtual objects that the interaction partner places on the game chessboard in the second round; and the interaction items that the interaction partner uses in the second round.

[0068] Optionally, the spectator interface is used to display the game screen of the interaction opponent at at least one point in the second round. The game screen is retrieved by the terminal from the server in response to the trigger operation, or retrieved by the terminal from the terminal used by the opponent.

[0069] For example, at least one point in time refers to any one point in time during the second round, and the time interval between two adjacent points in time may be the same or different. For example, at least one point in time includes a significant point in time in which the number of virtual objects on the game chessboard changes. Displaying the game screen corresponding to a significant point in time not only allows the user to understand the chessboard configuration of their interaction partner, but also helps to consume fewer screen transmission resources and 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's 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.

[0071] Optionally, trigger operations for the presented special effect include, but are not limited to, click operations, press operations, touch operations, long press operations, double-click operations, multi-finger operations, voice commands, gesture commands, etc., and the embodiments of this application are not particularly limited thereto. Exemplarily, the terminal displays the interaction partner's viewing interface in response to a click operation on the presented special effect.

[0072] In some implementations, each round involves multiple players pairing up and competing in groups, meaning that the current interaction opponent's second round match may not yet be finished. Optionally, if the second round match is still ongoing, the terminal directly enters the second round spectator interface and observes the ongoing live video stream of the second round from the interaction opponent's spectator viewpoint (the same viewpoint as the interaction opponent, but without the ability to control the interaction opponent's pieces or positions). Once the second round match is complete, the terminal retrieves the interaction opponent's second round history video stream and plays it locally.

[0073] Furthermore, the fact that the spectator's perspective is the same as the interaction partner's perspective only indicates the arrangement of the chessboard interface as seen from the spectator's perspective and that the primary operator is the interaction partner (not any other opponents in the interaction partner's second round). Due to differences in operational permissions, the spectator's perspective only displays a portion of the interaction partner's strategic arrangement. For example, the interaction partner can see the playing objects they are competing with in the chessboard's battle area and can also see the virtual objects they can potentially play in the chessboard's preparation area, but in spectator view, the user is only granted viewing privileges in the battle area of ​​the chessboard. In other words, in spectator view, one can only see which playing objects the interaction partner has selected in the second round, and the user can only use the lineup of virtual objects in the second round as a reference for the first round, without knowing about the interaction partner's candidate virtual objects. This method enhances the competitiveness, strategic depth, and enjoyment of the game.

[0074] All of the above-described selective technical solutions can be arbitrarily combined to form alternative embodiments of the Disclosure, which are not specifically described herein.

[0075] According to the method of the embodiment of the present invention, in the preparation phase of an opponent's round, since both players are participants in a game match, the terminal first detects whether or not an obstruction is present in the preparation interface. Only if no obstruction is present does the terminal play a special presentation effect related to the interaction partner, thereby allowing the user to quickly enter the spectator interface for the interaction partner's completed or ongoing round via the special presentation effect. On the one hand, such a special presentation effect highlights the matched interaction partner, while on the other hand, the obstruction detection logic prevents the special presentation effect from being blocked, thus preventing the user from missing the special presentation effect and forgetting or missing important strategic presentations from the interaction partner. While the special presentation effect is playing, the user can enter the spectator interface at any time via the special presentation effect, shortening the operational link for the user to enter the spectator interface and improving the efficiency of human-computer interaction.

[0076] In the above embodiment, the interaction method and display process of the special effects presented regarding the interaction partner are briefly introduced. In the embodiment of the present application, the display process of the special effects presented regarding the interaction partner in the auto chess game is introduced and explained below, using the example that the multiplayer strategic round-based chess card game is an auto chess game.

[0077] Figure 3 is a flowchart of a method for displaying special effects according to an embodiment of the present application. Referring to Figure 3, the embodiment is performed by an electronic device, and as an 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-described implementation environment, and the embodiment may include several steps as follows.

[0078] In step 301, the terminal displays the preparation interface for the first round of the game, which displays ranking information, and this ranking information 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 single game in an 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 of the round immediately preceding the first round to the preparation interface for the first round. In the case of an auto chess game, the preparation interface displays at least the chessboard for the first round and all participating players in the game. If the first round is an opponent round where participating players play 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 pre-configured on the server side and is not specifically limited here.

[0080] Optionally, ranking information is used to display the rankings of multiple participating players in a game. Optionally, ranking information can be displayed in a ranking format, for example, as a list, where each row in the list is used to display one participating player. Exemplary, participants adjacent to each other in the list have similar or identical rankings in the game. Exemplary, the display positions of multiple participating players in the list are determined randomly.

[0081] In an embodiment of the present invention, the preparation interface will be described as displaying all participating players in the game match in the form of a ranking. In the preparation interface, the terminal generates ranking information for all participating players in the game match according to predetermined ranking rules. The ranking information includes at least one participating player in the game match.

[0082] Optionally, this ranking information is updated in real time as the game progresses. For example, if any participant's rank changes, the ranking information displays the new rank of each participant. In another example, after any participant is eliminated, the ranking information may indicate the eliminated participant (for example, by indicating whether or not they have been eliminated through changes in transparency or gray level). In yet another example, whether or not they have been eliminated may be indicated by adding a text or icon identifier after the account name, and the embodiments of this application are not particularly limited to this.

[0083] Optionally, the predetermined ranking rules described above include, but are not limited to, at least one of the following: ranking in descending order of virtual life values ​​of virtual images controlled by each participant; ranking in descending order of match points each participant has earned in all rounds to date; or organizing the rankings using other ranking algorithms. The ranking rules are set according to the actual needs, and the embodiments of this application are 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 match in order of rank. Optionally, for each participating player displayed in the ranking information, the ranking information displays the account name of the game account corresponding to that player. Optionally, the ranking information further displays an identifier avatar of the virtual image controlled by that 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. When displaying the virtual life value, it may be displayed as a blood volume progress bar or numerically, or the account avatar itself may be used as a blood volume progress bar to simplify the arrangement of the ranking information. The embodiments of this application are not particularly limited to the arrangement method of the ranking information.

[0085] In some embodiments, ranking information may be displayed at any position on the preparation interface. For example, it may be displayed on the left, right, top, or bottom of the preparation interface, and there are no particular limitations on the display position of the ranking information. In one example, the preparation interface is provided with a ranking control, and when the ranking control is in an expanded state, the terminal displays the ranking information in an expanded state on the preparation interface, and when the ranking control is in a collapsed state, the terminal hides or collapses the ranking information and does not display it. Exemplarily, the state of the ranking control is determined by the user, and 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 helps to avoid the ranking information obscuring the chessboard and optimizes the resource allocation method of the preparation interface.

[0086] In step 302, if the first round is an opponent's round, the terminal determines the interaction opponent for that first round from among the multiple participating players, and the opponent's round refers to the interaction round between the participating players.

[0087] In some embodiments, after entering the preparation phase for the first round, the terminal detects the round type of the first round, and based on that round type, the terminal determines whether the first round is an opponent round or a non-opponent round, where an opponent round refers to a round in which participating players are paired up and compete against each other, and a non-opponent round refers to a round in which participating players compete against NPC objects controlled by the system or AI. For example, a non-opponent round may include at least one of a jungle round or a round in which neither side is involved in a match (e.g., an auction round).

[0088] Optionally, the above round type is implemented as the Type ID (Identification) of the first round, and the Type ID can indicate the attributes of the round match. For example, the Type ID can take the value of Player vs. Player (PVP) or Player vs. Environment (PVE). Exemplaryly, if the terminal detects that the Type ID of the first round is PVP, it is determined that the first round is an opponent round, and if the terminal detects that the Type ID of the first round is PVE, it is determined that the first round is not an opponent round.

[0089] Optionally, the above round types are implemented as the round ID for the first round. The round ID is not used to indicate the attributes of the round match, but only to indicate the type of round. For example, the setting method for round IDs is opponent round ID_001, jungle round ID_002, auction round ID_003.

[0090] In one example, the terminal has a pre-configured list of opponent round IDs. If only {ID_001} is stored in the opponent round ID list, the terminal searches for the round ID of the first round. If the round ID of the first round matches any element in the pre-configured opponent round ID list, the terminal determines that the first round is an opponent round; otherwise, the terminal determines that the first round is not an opponent round.

[0091] In another example, the terminal has a pre-configured list of IDs for non-opposing rounds. If {ID_002, ID_003} are stored in the non-opposing round ID list, the terminal searches for the round ID of the first round. If the round ID of the first round does not match any of the elements in the pre-configured non-opposing round ID list, the terminal determines that the first round is an opposing round. Otherwise, the terminal determines that the first round is a non-opposing round.

[0092] Optionally, in the game service logic, some rounds during a game are set as opponent rounds and some rounds as non-opponent rounds in a fixed order. For example, the third round of each game is fixed as the jungle round, the sixth round is fixed as the auction round, and all remaining rounds are 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 set in advance in the game service logic, the terminal determines that the first round is an opponent round; otherwise, the terminal determines that the first round is a non-opponent round. Alternatively, if the round order matches the fixed order of non-opponent rounds set in advance in the game service logic, the terminal determines that the first round is a non-opponent round; otherwise, the terminal determines that the first round is an opponent round. The embodiments of the present application are not particularly limited to the fixed order of whether the first round is an opponent round or a non-opponent round set in advance 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 among the multiple participating players to the terminal and sends the opponent identifier of the assigned interaction partner to the terminal. The algorithm for assigning interaction partners is not particularly limited here. The terminal receives the opponent identifier that the server has sent back based on the opponent matching request, and based on that opponent identifier, the terminal determines the interaction partner indicated by that identifier from among the multiple participating players. Optionally, the opponent identifier may include the account identifier of the interaction partner, which is used to uniquely identify the participating player.

[0094] In some other embodiments, if the first round is a non-opposing round, the terminal does not need to display any special presentation effects regarding the interaction partner. Optionally, in this case, the terminal may display a round mark for the non-opposing round on the preparation interface, and this round mark is used to identify the round type of the non-opposing round. For example, by setting different round identifiers for jungle rounds and auction rounds, the round mark can be used to clearly reflect what type of non-opposing round the first round is.

[0095] In step 303, the terminal detects the interface type of the prepared interface.

[0096] In some embodiments, the preparation interface may contain occlusions that obscure presentation special effects, as the user may open specific function pop-up windows or deploy specific interaction controls within the preparation interface. Therefore, the terminal needs to detect the current interface type of the preparation interface before displaying the presentation special effects. The interface type is used to represent the display position within the preparation interface.

[0097] Optionally, the interface types include interaction interfaces that include a function popup window and interaction interfaces that do not include a function popup window, where the interaction interface with a function popup window is used to indicate that a function popup window is displayed in the preparation interface, and the interaction interface without a function popup window is used to indicate that a function popup window is not displayed in the preparation interface. For simplicity of explanation, the interaction interface without a function popup window may also be called a Head Up Display (HUD) interface, where HUD interface refers to the default interaction interface in a game that does not include a function popup window. Exemplaryly, a function popup window is for the user to complete a specific function interaction during a game. Feature popup windows include, but are not limited to, a virtual store popup window, a talent settings popup window, a virtual equipment bar popup 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 step 302 above. This method prevents the presentation special effect from being obscured by the function popup window, avoids the presentation special effect being blocked and ignored, and improves the user's information retrieval efficiency.

[0099] In some other embodiments, the terminal searches for the current interface type of the ready interface, and if the interface type is not a HUD interface, it indicates that a feature popup window is open in the current ready interface. In this case, the terminal delays the playback of the presentation special effect. That is, if the interface type is an interaction interface containing a feature popup window, the terminal displays the presentation special effect in the ready interface after it has detected that the feature popup window has been closed. In other words, if the ready interface contains a feature popup window, the terminal plays the presentation special effect by executing step 304 only after the feature popup window has been closed and the interface type has returned to a HUD interface, thus realizing the delayed playback strategy for the presentation special effect. Optionally, the terminal registers a callback function or hook function for the operation to close the popup window, and uses the callback function or hook function to detect in real time whether or not the operation to close the popup window has occurred, 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 the presentation special effect playback process or thread when the operation to close the popup window is received.

[0100] In some other embodiments, when the interface type is not a HUD interface, i.e., when the interface type is an interaction interface including a function popup window, the terminal determines whether to play the special effect immediately or with a delay by determining whether the function popup window overlaps with the display area of ​​the special effect. Because the duration of the preparation phase is shortened, this method helps to prevent the user from missing the timing to adjust the virtual object lineup based on the virtual object lineup of the interaction partner, rather than delaying the playback of the special effect at all when the function popup window is detected, and also improves the flexibility of how the special effect is displayed, further improving the efficiency of the user's information acquisition.

[0101] Figure 4 is a schematic diagram of a preparation interface including a function popup window according to an embodiment of the present invention, and as shown in Figure 4, the preparation interface 400 includes a function popup window 401. Taking the function popup window 401 as an example, the user can expand the storage pool of candidate virtual objects by purchasing the necessary virtual objects in the virtual store popup window or by randomly drawing new virtual objects using a card extraction method. Since the preparation interface 400 optionally includes a function popup window 401, the terminal may delay playback of any special presentation effects, or the terminal may determine whether or not the function popup window overlaps with the display area of ​​the special presentation effects and precisely decide whether or not to delay playback of the special presentation 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 popup window, the terminal has already obtained the interaction partner for the first round through step 302, and each participant has a different rank as displayed in the ranking information. Since participants with different ranks are in different positions in the preparation interface, the terminal determines the display area of ​​the presentation special effect based on the position of the interaction partner in the ranking information. For example, the target range of the position of the interaction partner in the ranking information is determined as the display area of ​​the presentation special effect. Optionally, the target range is determined based on the movement trajectory of the presentation special effect, or the target range is a fixed-size bounding box centered on the position of the interaction partner in the ranking information, and the embodiments of this application are not particularly limited to the method of determining the target range.

[0103] In some embodiments, the terminal determines whether an overlapping area exists between the function popup window currently included in the preparation interface and the display area of ​​the special effect being presented. Optionally, if no overlapping area exists between the function popup window and the display area of ​​the special effect being presented, i.e., if the display area is not obscured by the function popup window, the terminal directly displays the special effect being presented 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 special effect being presented at all, but rather makes a more precise determination as to whether the planned display area of ​​the special effect being presented is obscured by the function popup window open in the preparation interface. If the planned display areas of the function popup window and the special effect being presented do not overlap, the function popup window is displayed simultaneously in the preparation interface and the special effect being presented is played. This method helps to increase the amount of information included in the preparation interface, prevents the special effect being presented and the function popup window from interfering with each other, and improves the efficiency of the user's human-computer interaction.

[0104] In some other embodiments, if there is an overlapping area between the function popup window and the display area of ​​the special presentation effect, the special presentation effect can be played with any delay. Optionally, the terminal plays the special presentation effect on the preparation interface only after the function popup window has been closed or after the display areas of the function popup window and the special presentation effect no longer overlap each other.

[0105] Optionally, if an overlapping area exists between the function popup window and the display area of ​​the special effect being presented, it is possible to further detect whether the interaction controls within the function popup window are included in the overlapping area. For example, if the interaction controls within the function popup window are not included in the overlapping area, the terminal places the special effect being presented on top and then displays it; if the interaction controls within the function popup window are included in the overlapping area, the terminal plays the special effect being presented with a delay. For example, if the terminal detects that the overlapping area does not contain interaction controls, or detects that the display areas of the function popup window and the special effect being presented do not overlap each other, or detects that the function popup window has been closed, the terminal plays the special effect being presented in the preparation interface.

[0106] With this method, even if an overlapping area exists between the function popup window and the display area for the special effect, if the overlapping area does not contain any interactable interaction controls, displaying the special effect in the overlapping area will not affect the user's interaction logic with the function popup window based on the interaction controls. Therefore, the terminal can display the special effect on the top layer, the interaction logic based on the function popup window will not be affected, and the special effect related to the interaction partner can be displayed as timely as possible, 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 interaction controls within the function popup window, and the display area is determined based on the movement trajectory of the presented special effect, the terminal adjusts the movement trajectory of the presented special effect and then determines the adjusted display area based on the adjusted movement trajectory. Optionally, if the adjusted display area includes interaction controls within the function popup window, or if the adjusted display area and the function popup window do not overlap, the terminal displays the presented special effect related to the interaction partner based on the adjusted movement trajectory. In this way, delayed playback of the presented special effect can be avoided as much as possible, and such timely playback of the presented special effect can not adversely affect the interaction function within the function popup window.

[0108] In step 304, if the interface type is an interaction interface that does not include a function popup window, the terminal plays a special presentation effect related to the interaction partner based on the ranking information, and the special presentation effect is used to indicate that the interaction partner was matched in the first round.

[0109] In some embodiments, the terminal plays a special effect related to the interaction partner based on step 304 above if the interface type of the preparation interface is a HUD interface, i.e., the interface type is an interaction interface that does not include a function popup window, or the interface type is an interaction interface that includes a function popup window but the display areas of the function popup window and the special effect presentation do not overlap each other, or the interface type is an interaction interface that includes a function popup window and the overlapping area between the function popup window and the special effect presentation area does not include interaction controls within the function popup window.

[0110] In some embodiments, when playing the above-mentioned special presentation effect, the terminal plays the special presentation effect based on ranking information. For example, the terminal determines the movement trajectory of the special presentation effect with the above-mentioned position as its endpoint based on the position in the ranking information of the interaction partner, and the terminal displays the process by which the special presentation effect moves along the movement trajectory and eventually reaches the above-mentioned position. The starting point of the movement trajectory is not particularly limited here. For example, the starting point of the trajectory may be a point on the edge closest to the endpoint of the movement trajectory in the preparation interface (e.g., the midpoint of the edge), or the intersection of any two intersections between a horizontal line passing through the above-mentioned position and an edge of the preparation interface, or the center point of the preparation interface, or any starting point randomly generated according to the trajectory function, and 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 is the endpoint of the movement trajectory.

[0112] In some embodiments, the presentation special effect includes a dynamic special effect and a static special effect, where the dynamic special effect gradually shrinks in size during playback, and the static special effect is used to distinguish and display the interaction partner in the ranking information after the dynamic special effect has finished playing. Optionally, the terminal displays a dynamic process in which the size gradually shrinks during the playback of the dynamic special effect, and once playback is complete, the static special effect included in the presentation special effect begins to be displayed. The terminal displays the static special effect and realizes the effect of distinguishing and displaying the interaction partner in the ranking information, thereby creating a visual effect where the presentation special effect flies towards the interaction partner and converges on the interaction partner's account avatar. This allows the overall presentation special effect playback process to be more integrated with the account avatar, becoming smoother and more natural, and optimizing the display effect of the presentation special effect.

[0113] In some embodiments, the embodiments of the presentation special effects relating to the interaction partner include, but are not limited to, Spine special effects, particle special effects, dynamic effects, videos, Flash, dynamic stickers, and magic emoticons. The embodiments of this application are not particularly limited to embodiments of presentation special effects. Optionally, the presentation special effects may be generated locally on the terminal side, or generated on the server side and then transmitted to the terminal for playback. The embodiments of this application are not particularly limited to the device from which the presentation special effects are generated.

[0114] In some embodiments, taking the example of generating the above-mentioned special presentation effect locally on the terminal side, the terminal can acquire a virtual image controlled by the interaction partner in the game match based on the interaction partner determined in step 302 above, and the terminal generates the special presentation effect based on the virtual image of the interaction partner in the game match. For example, the terminal generates a special presentation effect that includes 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 of this session through the special presentation effect and improving the user's information acquisition efficiency.

[0115] In some embodiments, the terminal generates the special display effect based on the participating objects set by the interaction partner in the second round, where participating objects refer to the virtual objects used by the interaction partner in the second round. Optionally, the terminal requests the server for the lineup of virtual objects set by the interaction partner in the second round. For example, the virtual object lineup is provided as a list of participating object IDs selected by the interaction partner in the second round, and the terminal generates the special display effect based on this list of participating object IDs. For example, the terminal displays the interaction partner's account avatar and displays the names of the pieces corresponding to each participating object in the list of participating object IDs next to the account avatar. This allows the user to see the interaction partner's lineup of virtual objects in the second round at a glance through the special display effect. When a user needs to observe the position of each virtual object within a virtual object lineup, they can enter the spectator interface to check the position details by deeply interacting with the interaction partner displayed in the special effects or ranking information. In this way, the efficiency of acquiring information about the virtual object lineup can be improved, and the efficiency of human-computer interaction can be enhanced.

[0116] In some embodiments, the terminal can further generate the presentation special effect based on the interaction partner's ranking information and the interaction partner's account attributes. For example, the terminal reads the interaction partner's current ranking from the ranking information, retrieves the interaction partner's (i.e., game account) account attributes (account attributes include account name and account avatar), and generates the presentation special 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 the current interaction round through the presentation special effect, and by highlighting the interaction partner, the terminal presents the user to observe the virtual object composition effect of the interaction partner's completed or ongoing rounds.

[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 containing virtual objects based on the interaction partner's rank, account name, and controlled virtual image, and displays the interaction partner's rank and account name at the top or bottom of the dynamic effect. When the user clicks on the presentation special effect, the terminal displays the interaction partner's viewing interface, and when the user long-presses the presentation special effect, they can see the lineup of virtual objects deployed by the interaction partner in the second round; that is, by long-pressing the presentation special effect, they can see 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 can, by default, collapse the participating object ID list to avoid the preparation interface being excessively obscured by the participating object ID list, thereby allowing the presentation special effect itself to contain rich interactive information, improving the efficiency of user information retrieval and human-computer interaction.

[0118] Here, only illustrative descriptions of the trigger operations for checking the virtual object lineup and transitioning to the spectator interface are provided. It can be understood that engineers can define the trigger operations for each of the two functions according to service requirements. For example, a click might trigger checking the virtual object lineup, and a long press might trigger transitioning to the spectator interface. In another example, a click might trigger transitioning to the spectator interface, and a double-click might trigger checking the virtual object lineup; the embodiments of this application are not particularly limited to this.

[0119] In step 305, after the playback of the special effect is completed, the terminal distinguishes and displays the interaction partner in the ranking information.

[0120] In some embodiments, after the playback of the special effects is complete, the terminal distinguishes and displays the interaction opponent for the first round in the ranking information. For example, the display style of the interaction opponent can be distinguished by highlighting, transparency, background color, or edge lighting. In another example, a match mark is added to the side of the interaction opponent's account avatar to indicate that the participating player with the match mark is the interaction opponent for the first round. Here, the playback period of the special effects can be set in advance by the technician, and the playback period is a number greater than 0. For example, the playback period may be 2 seconds, 3 seconds, 5 seconds, etc., and the embodiments of this application are not particularly limited thereto.

[0121] By distinguishing and displaying interaction partners, interaction partners become more prominent in ranking information, making it easier for users to quickly decide which interaction partner to choose from the rankings.

[0122] In this invention, the embodiments are described as illustrating only the case where interaction partners are distinguished and displayed after the playback of the special presentation effect is complete. Optionally, there is no specific order of execution between the step of playing the special presentation effect and the step of distinguishing and displaying interaction partners in the ranking information. For example, the terminal first distinguishes and displays interaction partners in the ranking information, and then plays the special presentation effect related to the interaction partner. In another example, the terminal distinguishes and displays interaction partners in the ranking information and plays the special presentation effect related to the interaction partner simultaneously.

[0123] Figure 5 is a schematic diagram of the playback process of the special effect presented according to the embodiment of the present application. Assuming that the second round is the round immediately preceding the first round, as shown in Figure 5, after the second round matches of its participating players (i.e., the players participating in the game using the terminal) are completed, the terminal settles the interaction results of the second round and clears the opponent and chessboard for the second round displayed on 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 to 518 after the settlement of the second round. Taking the example that the terminal corresponds to participant player 511, who is currently ranked 1st, after entering the preparation stage of the first round, the terminal requests the server to match an interaction opponent for this round. When participant 516, who is ranked 6th in the target rankings, is matched as an interaction opponent, the first round means that participant 511 and participant 516 will play a 1v1 match as a pair. The terminal will then play a presentation special effect 502 in the preparation interface, which is generated based on a virtual image controlled by participant 516. The presentation special effect 502 has a more prominent visual presentation effect. For example, after the presentation special effect 502 is displayed, its size will gradually decrease, and when the playback period is reached, it will converge on participant 516 in the ranking area 501. After the playback of the presentation special effect 502 is complete, the terminal will distinguish and display participant 516 in the ranking area 501. For example, the terminal will add a match mark 503 to the left of participant 516's account avatar and present participant 516 with their interaction opponent for the first round through the match mark 503.

[0124] In steps 304-305 above, one possible embodiment is provided in which, if the preparation interface does not contain any occlusions, a presentation special effect relating to the interaction partner is displayed, where the occlusion refers to an interface element that can obscure the presentation special effect. The terminal plays the presentation special effect only if there are no occlusions, thus ensuring that the user pays sufficient attention to the presentation special effect, thereby preventing the user from missing it and ensuring that the user can immediately adjust the formation and position of our virtual objects in the first round, thereby improving the strategic and enjoyable aspects of the game.

[0125] In step 306, the terminal responds to a trigger operation for the presented special effect or a trigger operation for the interaction partner that is distinctly displayed in the ranking information by switching from the preparation interface to the viewing interface for the interaction partner in the second round, and in the viewing interface, observes the second round from the perspective of the interaction partner.

[0126] Optionally, the terminal switches from the preparation interface to the spectator interface in response to an operation that triggers 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 that triggers an interaction partner that is distinguished in the ranking information." An operation that triggers an interaction partner that is distinguished in the ranking information includes, but is not limited to, at least one of the interaction partners displayed in the area, such as a click operation, a slide operation, a keystroke operation, or a long press operation. An operation that triggers an interaction partner that is distinguished in the ranking information is used to switch from the preparation interface to the spectator interface.

[0127] In some embodiments, the user can perform a trigger operation on a special effect during its playback. When the terminal detects the user's trigger operation on the special effect, it responds to the trigger operation by switching from the first round preparation interface to the second round spectating interface for the interaction partner. Optionally, if the user wishes to enter the spectating interface after the special effect playback is complete, in step 305, the interaction partners are displayed separately in the ranking information. Therefore, when the user checks the ranking information, they can intuitively find their interaction partner for the current round and perform a trigger operation on that separately displayed interaction partner. As a result, when the terminal detects that the user has performed a trigger operation on the separately displayed interaction partner, it can respond to the trigger operation by switching from the first round preparation interface to the second round spectating interface for that interaction partner. By supporting the transition to the spectator interface in this way through various methods, users can find shortcut entries to the spectator interface in the preparation interface during or after the playback of special effects, significantly improving the access links to the spectator interface and enhancing the efficiency of human-computer interaction.

[0128] Optionally, after entering the spectator interface, the terminal displays a video stream of the match process from the spectator's perspective of the opponent it interacted with in the second round. The video stream may be a live video stream or a historical video stream, and the video stream is retrieved by the terminal from the server 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 interaction partner, which is displayed separately. The above trigger operations include, but are not limited to, click operations, press operations, touch operations, long press operations, double-click operations, multi-finger operations, voice commands, gesture commands, etc., and the embodiments of this application are not particularly limited thereto.

[0130] In some implementations, each round involves multiple players pairing up and competing in groups, meaning that the current interaction partner's second round match may not yet be finished. If the second round match is still ongoing, the terminal directly enters the second round spectator interface and observes the ongoing live video stream of the second round from the interaction partner's spectator viewpoint (the same viewpoint as the interaction partner, but without the ability to control the interaction partner's pieces or positions). Once the second round match is finished, the terminal retrieves the interaction partner's historical video stream of the second round and can play it back locally.

[0131] The spectator's perspective being the same as the interaction partner's perspective only indicates the chessboard interface layout as seen from the spectator's point of view and that the primary operator is the interaction partner (not any other opponents in the second round). However, due to differences in operational permissions, the spectator's perspective only displays a portion of the interaction partner's strategic placement. For example, the interaction partner can see the playing objects they are competing with in the chessboard's battle area, and they can also see the virtual objects they can potentially play in the chessboard's preparation area. In spectator view, the user is only granted viewing privileges in the chessboard's battle area; that is, in spectator view, the user can only see which playing objects the interaction partner has selected in the second round. While the virtual object lineup for the second round can be used as a reference for the first round, the user cannot see the interaction partner's candidate virtual objects. This approach enhances the game's competitiveness, strategic depth, and enjoyment.

[0132] In several other embodiments, the terminal skips from the preparation interface to the spectator interface in response to a trigger operation for the presented special effect or a trigger operation for the interaction partner distinctly displayed in the ranking information, or the terminal provides a spectator sub-interface in the preparation interface in the form of a split screen, multiple screens, small windows, sub-windows, floating windows, etc. Through the spectator sub-interface, a video stream of the interaction partner's second round is played. This allows the user to observe the interaction partner's virtual object lineup and positions through the spectator sub-interface, adjust which virtual objects to deploy as playing objects through the preparation interface, and adjust the positions of the determined playing objects in the playing area on the chessboard. This method helps avoid the user frequently switching between the spectator interface and the preparation interface, and significantly improves the efficiency of human-computer interaction. All of the above selective technical solutions can be arbitrarily combined to form alternative embodiments of the present disclosure, which are not specifically described herein.

[0133] In the method according to the embodiment of the present invention, since both players are participants in a game match, during the preparation phase of the opponent's round, the terminal first detects whether or not the preparation interface contains an obstruction. Only if no obstruction is present, the terminal plays a special presentation effect related to the interaction partner, thereby allowing the user to enter the spectator interface for the interaction partner's completed or ongoing round via the special presentation effect. On the one hand, such a special presentation effect highlights the matched interaction partner, and on the other hand, the obstruction detection logic prevents the special presentation effect from being blocked, thus preventing the user from missing the special presentation effect and forgetting or missing important strategic presentations from the interaction partner. While the special presentation effect is playing, the user can enter the spectator interface at any time via the special presentation effect, shortening the user's access link to the spectator interface and improving the efficiency of human-computer interaction.

[0134] The above embodiments describe in detail the generation method and display method of the special effects to be presented. In the case of an auto chess game, by optimizing the display rules for the interaction opponent matched in the opponent's round, the opponent's display method can be enhanced, and a dedicated display process for special effects to be presented (e.g., dynamic emoticons, particle special effects, videos, etc.) can be provided to the interaction opponent in the current round. Furthermore, when it is detected that a function popup window is included, the special effects to be presented can be played with a delay, or played when it is detected that it will not affect the interaction function of the function popup window. In this way, on the one hand, it is possible to avoid the special effects to be presented not being played correctly due to conflicts caused by the popup of the function popup window. On the other hand, even if the special effects are played correctly, it is possible to avoid them being obscured by the function popup window and ignored by the user, thereby ensuring that the user pays sufficient attention to them and improving the efficiency of user information acquisition. Furthermore, while the special effects are playing, users can quickly access the spectator interface for the completed or ongoing rounds of their interaction partners through the special effects. After the special effects have finished playing, users can access the spectator interface through the ranking area. This allows users to fully observe the virtual object formation and position of their interaction partners in the spectator interface. Based on this, they can adjust their own virtual object formation and position to suppress their interaction partners, thereby improving the strategic depth and enjoyment of the game and enhancing the user's gaming experience.

[0135] In the embodiments of this application, a specific possible embodiment of the display process for special effects is provided, using an auto chess game as an example. Figure 6 is a schematic diagram of the display process for special effects according to the embodiments of this application. As shown in Figure 6, the entity that executes the display method is an electronic device, and the explanation will be given using the electronic device as a terminal as an example. In this embodiment, the explanation will be given using the example that the second round is the round immediately preceding the first round.

[0136] In step 601, after our second round ends, we settle the score and transition, and at the time of the transition, our opponent from the second round disappears.

[0137] Specifically, participant A, who is connected to the terminal, obtains the settlement results for the second round after the second round has ended. Based on the settlement results, the terminal rewards the winner and penalizes the loser. For example, the winner may receive an increase in rank or additional loot, while the loser may be penalized by having the virtual life value (e.g., blood volume) of the virtual image they control reduced by a certain amount. At the same time, the terminal updates the ranking information based on the settlement results. Subsequently, the terminal exits the interaction interface for the second round, plays a video of the end of the round, and the opponent's match marker in the ranking information disappears.

[0138] Step 602 marks the beginning of the preparation phase for the first round.

[0139] In other words, the terminal begins the preparation phase for the first round. The terminal displays the 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; the playing area initially contains no pieces, while the preparation area contains all candidate pieces owned by the player. The preparation interface can be considered the chessboard or space for the preparation phase.

[0140] In step 603, determine whether the first round is an opponent round where participating players compete against each other. If so, proceed to step 604; otherwise, do not display the interaction opponent and terminate the process.

[0141] In other words, the game application determines in the logic layer whether the first round is the opponent's round or not. For example, the game application creates the main thread for the auto chess game, and this main thread is used to maintain the game's main service logic. The terminal executes the above determination logic through the main thread, and the detailed determination logic can be found in step 302 of the above embodiment, which will not be repeated here.

[0142] In step 604, determine the opponent for the first round of interaction.

[0143] In other words, the game application on the terminal requests matching of interaction partners in the first round at the logic layer. For example, the game application requests matching of interaction partners from the server-side service logic process via the main thread. The matching method can be found in step 302 of the above embodiment and will not be described again here.

[0144] In step 605, determine whether the currently available interface is a HUD interface. If so, proceed to step 607; otherwise, proceed to step 606.

[0145] In other words, the game application determines at the logic layer whether the preparation interface is a HUD interface that does not include a function popup window. For example, the game application executes the above HUD interface detection logic through the main thread. The detection method can be found in step 303 of the above embodiment and will not be described again here.

[0146] Step 607 is performed after the user has completed the operation of the function popup window, closed the function popup window, and returned to the HUD interface in step 606.

[0147] In step 607, a special effect related to the interaction partner is displayed as a pop-up in the HUD interface.

[0148] For example, if the presented special effect is a Spine special effect, the Spine special effect will pop up at the location of the interaction partner in the ranking information and will disappear when the playback period reaches 2 seconds.

[0149] In step 608, the special effect is displayed and then gradually shrinks, disappearing when its regeneration period is reached, and at the same time, one match marker is added in front of the interaction opponent in the ranking information.

[0150] For example, the Spine special effect pops up at the interaction opponent's location in the ranking information, gradually shrinks, converges on the interaction opponent, and finally, after playback is complete, becomes a match marker to the left of the interaction opponent's account avatar. The Spine special effect is used to indicate that the participating player with that match marker is the interaction opponent in the first round.

[0151] Furthermore, Figure 7 is a logic flowchart of the method for displaying special effects according to an embodiment of the present application. As shown in Figure 7, we will again explain in terms 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, and the presentation layer of the game application can be provided as a rendering thread created by the game application, which is used to visually draw the interface on the terminal screen, driven by the main thread.

[0152] The following describes three interaction processes, using the example that the first round is the i+1th round (where i is an integer greater than or equal to 1). 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 interaction interface for the i-th round, and simultaneously controls the cancellation of the opponent's match mark in the rankings. After entering the preparation phase for the i+1th round, the user can choose whether or not to open a function popup window to perform preparation operations such as store card extraction, talent settings, and equipment adjustments. The presentation layer provides the logic layer with the i+1th round phase and interface type according to the user's current preparation operations, and the logic layer determines whether the i+1th round is a PVP round. If the i+1th round is a PVP round, the terminal determines the interaction opponent for the i+1th round and proceeds to the decision logic for the next HUD interface. If the i+1th round is not a PVP round, the terminal terminates the process without needing to display the interaction opponent. The logic layer determines whether the current interface for the i+1th round is a HUD interface. If the current interface is a HUD interface, the terminal plays the special effect presented by the interaction partner. If the current interface is not a HUD interface, the terminal plays the special effect presented by the interaction partner only after the user has closed all function popup windows and returned to the HUD interface. The presentation layer controls the popup of the special effect at the interaction partner's position in the ranking, the special effect lasts for 2 seconds and then shrinks, and a match marker is added around the interaction partner in the ranking. Note that 2 seconds here is just an example, and engineers can replace it with other parameters depending on the service requirements.

[0153] The process described above provides one possible embodiment in which, if a function popup window is included, the presentation special effects are delayed in any way. Optionally, even if the preparation interface includes a function popup window, as described in the above embodiment, it is possible to determine whether or not to delay the presentation special effects by more precisely detecting whether or not the display of the function popup window and the presentation special effects conflict; a detailed explanation is omitted here.

[0154] According to the above embodiment, a dedicated display process for special presentation effects can be provided for the interaction opponent in any round of the game, enhancing the display method of the interaction opponent in the first round. Furthermore, if it is detected that the preparation interface contains a function popup window, the special presentation effect is delayed and displayed only after all function popup windows in the preparation interface have been closed. This method allows important strategic information about the interaction opponent to be conveyed to the user more effectively and interestingly in every round, improving the user's game experience.

[0155] Figure 8 is an illustrative structural diagram of a special effect display device according to an embodiment of the present application, and as shown in Figure 8, the device is An interface display module 801 configured to display the preparation interface for the first round of a game match, wherein the preparation interface displays multiple participating players in the game match, and If the first round is an opponent's round, the opponent determination module 802 is configured to determine the interaction opponent for the first round from among the multiple participating players, wherein the opponent's round refers to the interaction round between the participating players. A special effects display module 803 configured to display a presentation special effect relating to the interaction partner if the preparation interface does not contain any occlusions, wherein 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 obscure the presentation special effect, An interface switching module 804 is configured to switch from the preparation interface to the second round spectator interface in response to a trigger operation for the special effect being presented, the spectator interface being used to display the interaction behavior of the interaction partner in the second round, the interface switching module 804 comprises

[0156] In the embodiment of the present invention, during the preparation phase of an opponent's round, since both players are participants in a game, the terminal first detects whether or not the preparation interface contains an obstruction. The terminal plays a special presentation effect related to the interaction partner only if no obstruction is found, thereby allowing the user to quickly enter the spectator interface for the interaction partner's completed or ongoing round via the special presentation effect. On the one hand, such a special presentation effect highlights the matched interaction partner, while on the other hand, the obstruction detection logic prevents the special presentation effect from being blocked, thus preventing the user from missing the special presentation effect and forgetting or missing important strategic presentations from the interaction partner. While the special presentation effect is playing, the user can enter the spectator interface at any time via the special presentation effect, shortening the operational link for the user to enter the spectator interface and improving the efficiency of human-computer interaction.

[0157] In some embodiments, the preparation interface displays ranking information, which is used to represent the ranking of the multiple participating players in the game. Based on the configuration of the device shown in Figure 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 distinguish and display the interaction partner in the ranking information after the playback of the presented special effect is complete.

[0158] In some embodiments, the presentation special effect includes a dynamic special effect and a static special effect, wherein the dynamic special effect is gradually reduced in size during playback, and the static special effect is used to distinguish and display the interaction partner in the ranking information after the playback of the dynamic special effect is complete.

[0159] In some embodiments, the interface switching module 804 is further configured to switch from the preparation interface to the spectator interface in response to an operation that triggers the interaction partner, which is displayed separately in the ranking information.

[0160] In some embodiments, based on the configuration of the apparatus shown in Figure 8, the apparatus 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 presentation 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 display the presenting special effect after it is detected that the function popup window has been closed, if the interface type is an interaction interface that includes a function popup window.

[0162] In some embodiments, the preparation interface displays ranking information for the multiple participating players in the game, and the special effect display module 803 is further configured to determine the display area of ​​the presented special effect based on the position of the interaction partner in the ranking information, if the interface type is an interaction interface including a function popup window, and to display the presented special effect if the function popup window and the display area do not overlap each other.

[0163] In some embodiments, the special effects display module 803 is further configured to display the presentation special effect if an overlapping area exists between the function popup window and the display area, and the overlapping area does not contain interaction controls within the function popup window.

[0164] In some embodiments, based on the configuration of the device shown in Figure 8, the device further includes a special effect generation module configured to generate the special effect based on the virtual image of the interaction partner in the game match, or based on the participating object set by the interaction partner in the second round, or based on the ranking information of the interaction partner and the account attributes of the interaction partner.

[0165] All of the above selective technical solutions can be arbitrarily combined to form alternative embodiments of this disclosure, which are not described in detail here. When the special effects display device according to the above embodiment displays a special effect related to the interaction partner, only the division of each of the above functional modules was given as an example to illustrate the case. However, in actual applications, the above functions may be completed by assigning them to different functional modules as needed, that is, the internal structure of the electronic device can be divided into different functional modules to complete all or some of the above functions. Furthermore, the special effects display device according to the above embodiment belongs to the same concept as the embodiment of the method for displaying special effects, and its specific implementation process can be found by referring to the embodiment of the method for displaying special effects, which is not described again here.

[0166] Figure 9 is an exemplary structural diagram of an electronic device according to an embodiment of the present invention, and as shown in Figure 9, the electronic device is described as 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. The terminal 900 may also be referred to by other names such as a user device, a portable terminal, a laptop terminal, or a desktop terminal.

[0167] Typically, terminal 900 includes a processor 901 and 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 hardware form from among a Digital Signal Processing (DSP), a Field-Programmable Gate Array (FPGA), and a Programmable Logic Array (PLA). In some embodiments, the processor 901 comprises a main processor and a coprocessor, the main processor being a processor used to process data in the wake-up state and also called a Central Processing Unit (CPU). The coprocessor is a low-power processor used to process data in the standby state. In some embodiments, the processor 901 integrates a Graphics Processing Unit (GPU), which 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, which is used to process computing operations related to machine learning.

[0169] In some embodiments, the memory 902 includes one or more computer-readable storage media, which are optionally non-temporary. Optionally, the memory 902 further includes one or more high-speed random-access memories, such as magnetic disk memories and flash memory, and non-volatile memory. In some embodiments, the non-temporary computer-readable storage media in the memory 902 are configured to store at least one program code, which is executed by the processor 901 to realize the method of displaying special effects according to each embodiment of the present application.

[0170] In some embodiments, the terminal 900 may further include a peripheral device interface 903 and at least one peripheral device. The processor 901, memory 902, and peripheral device interface 903 may be connected to each other via a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 903 via a bus, signal lines, or circuit board. Specifically, the peripheral device may include at least one of a radio frequency circuit 904, a display screen 905, an audio circuit 906, and a power supply 907.

[0171] As those skilled in the art will understand, the structure shown in Figure 9 is not intended to limit terminal 900, and terminal 1200 may include more or fewer components than those shown in the figure, or may have a combination of several components, or may employ a different component arrangement.

[0172] In exemplary embodiments, a computer-readable storage medium, such as memory containing at least one computer program, is provided, the at least one computer program being executed by a processor in an electronic device to realize the method of displaying the special effects in each of the embodiments described above. For example, the computer-readable storage medium may be read-only memory (ROM), random access memory (RAM), read-only memory (CD-ROM), magnetic disk, floppy disk, and optical data storage device.

[0173] In an exemplary embodiment, a computer program product is further provided, which includes one or more computer programs stored on a computer-readable storage medium. 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 of displaying special effects in the above embodiment.

[0174] Those skilled in the art will understand that all or some of the steps of the above embodiments can be implemented by hardware, and can also be realized by instructing the relevant hardware by program, optionally, the program is stored in a computer-readable storage medium, optionally, the storage medium referred to above is read-only memory, magnetic disk, or optical disk, etc.

[0175] The foregoing are merely optional embodiments of the present application and do not limit it; any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present application are all included within the scope of protection of the present application. [Explanation of Symbols]

[0176] 120 Terminal 1 140 servers 160 Second Terminal 400 Preparation Interface 401 Function Pop-up Window 501 Ranking Area 502 Presentation of Special Effects 503 Match Marks 511~518 Participating players 801 Interface Display Module 802 Opponent Determination Module 803 Special Effects Display Module 804 module 900 terminals 901 Processor 902 memory 903 Peripheral Interface 904 Radio frequency circuit 905 Display screen 906 Audio Circuit 907 Power supply 1200 terminals

Claims

1. A method for displaying special effects performed by an electronic device, A step of displaying a preparation interface for the first round of a game, wherein the preparation interface displays multiple players participating in the game. If the first round is an opponent's round, the step of determining the interaction opponent for the first round from among the multiple participating players, wherein the opponent's round refers to the interaction round between the participating players, If the preparation interface does not include any obstructions, the step of displaying a special presentation effect relating to the interaction partner, wherein the special presentation effect is used to indicate to the user that they will interact with the interaction partner in the first round, and the obstruction refers to an interface element that can obstruct the special presentation effect. If the aforementioned preparation interface includes an obstruction, The steps include detecting the interface type of the aforementioned preparation interface, If the interface type is an interaction interface including a function popup window, the steps include: detecting that the function popup window has been closed, and then displaying the special presentation effect; A method for displaying a special effect, comprising the steps of: switching from the preparation interface to the second round spectator interface in response to a trigger operation for the aforementioned special effect, wherein the spectator interface is used to display the interaction behavior of the interaction partner in the second round.

2. The preparation interface displays ranking information, which represents the ranking of the multiple participating players in the game match, and the step of displaying special effects related to the interaction opponent is as follows: Based on the aforementioned ranking information, the steps include: A method for displaying a special effect according to claim 1, comprising the step of distinguishing and displaying the interaction partner in the ranking information after the playback of the aforementioned special effect has been completed.

3. The method for displaying special effects 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 in the ranking information in a way that distinguishes the interaction partner after the playback of the dynamic special effects is completed.

4. The method for displaying the aforementioned special effects is: The method for displaying special effects according to claim 3, further comprising the step of switching from the preparation interface to the spectator interface in response to an operation that triggers the interaction partner displayed separately in the ranking information.

5. If the preparation interface does not include any obstructions, the step of displaying special presentation effects related to the interaction partner is: The steps include detecting the interface type of the aforementioned preparation interface, A method for displaying a special effect according to any one of claims 1 to 4, comprising the step of displaying the presenting special effect if the interface type is an interaction interface that does not include a function popup window.

6. The preparation interface displays the ranking information of the multiple participating players in the game match, and the method for displaying the special effects is as follows: If the interface type is an interaction interface including a function popup window, the steps include determining the display area of ​​the special presentation effect based on the position of the interaction partner in the ranking information, A method for displaying a special effect according to claim 5, further comprising the step of displaying the presenting special effect if the function popup window and the display area do not overlap each other.

7. The method for displaying the aforementioned special effects is: A method for displaying a special effect according to claim 6, further comprising the steps of: if an overlapping area exists between the function popup window and the display area, and the overlapping area does not contain interaction controls within the function popup window, then placing the presentation special effect on the top layer of the overlapping area and displaying the presentation special effect.

8. Before displaying the special effect related to the interaction partner, the method for displaying the special effect is: The steps of generating the special presentation effect based on the virtual image of the interaction partner in the game match, or The steps of generating the special effect based on the object placed by the interaction partner in the second round, or A method for displaying a special effect according to any one of claims 1 to 4, further comprising the step of generating the presented special effect based on the ranking information of the interaction partner and the account attributes of the interaction partner.

9. A display device for special effects, An interface display module configured to display a preparation interface for the first round of a game match, wherein the preparation interface displays a plurality of participating players in the game match, and the interface display module If the first round is an opponent's round, the opponent determination module is configured to determine the interaction opponent for the first round from among the multiple participating players, wherein the opponent's round refers to the interaction round between the participating players. If the preparation interface does not include an obstruction, a special effect display module is configured to display a presentation special effect relating to the interaction partner, wherein 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 obstruction refers to an interface element that can obstruct the presentation special effect. If the aforementioned preparation interface includes an obstruction, The interface type of the aforementioned preparation interface is detected, If the interface type is an interaction interface including a function popup window, the special presentation effect is displayed after detecting that the function popup window has been closed. Special effects display module, 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 the second round in response to a trigger operation for the aforementioned special effect, wherein the spectator interface is used to display the interaction behavior of the interaction partner in the second round; and an interface switching module.

10. 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 perform the method of displaying special effects according to any one of claims 1 to 4.

11. A computer program that causes a computer to perform a method for displaying special effects as described in any one of claims 1 to 4.