Methods, devices, computer equipment, and computer programs for selling virtual game pieces.

The method and device for selling virtual pieces address memory inefficiencies by displaying resource consumption and discounting during transactions, reducing storage needs and enhancing player understanding of currency exchanges.

JP7893564B2Active Publication Date: 2026-07-22TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2023-10-07
Publication Date
2026-07-22

AI Technical Summary

Technical Problem

Existing technologies require large amounts of storage space to store correspondence relationships between virtual pieces and currency amounts during purchase and sale, leading to memory inefficiencies.

Method used

A method and device for selling virtual pieces that display the quantity of resources consumed and discounted during purchase and sale, associating the quantities to eliminate the need for storing large amounts of virtual resources, and indicating successful sales in a non-playing state.

Benefits of technology

Reduces the memory space required for storing virtual resource data by associating purchase and sale quantities, allowing for efficient memory usage and easier player understanding of currency transactions.

✦ Generated by Eureka AI based on patent content.

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Abstract

A method, device, equipment, medium, and program product for selling virtual pieces, belonging to the field of virtual environments, includes: a step (520) of displaying the quantity of consumable resources purchased for the virtual pieces in response to a purchase operation for the virtual pieces during a turn-based chess game, the quantity of consumable resources corresponding to the quantity of discounted resources; a step (540) of displaying sales information for the virtual pieces in response to a sale operation for the owned virtual pieces, the sales information being used to indicate the quantity of additional resources successfully sold for the virtual pieces, and the quantity of discounted resources corresponding to the quantity of additional resources being the same as the quantity of discounted resources corresponding to the quantity of consumable resources; and a step (560) of displaying the successful sale of the virtual pieces when the virtual pieces are not in a playing state. The above solution can save storage space on a computer device and further help players adjust their game strategies, improving the player's gaming experience.
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Description

Technical Field

[0001] Embodiments of the present application relate to the field of virtual environments, and particularly to a method, apparatus, device, medium, and program product for selling virtual pieces.

[0002] This application claims the priority of a Chinese patent application with the application number 202211429037.7 and the invention title "Method, Apparatus, Device, Medium, and Program Product for Selling Virtual Pieces", which was filed on November 15, 2022, and all of its content is incorporated herein by reference.

Background Art

[0003] An auto chess game is a turn-based chess game, and a player needs to select a virtual piece (usually called a "piece") that newly purchased or owned by the player to play. Then, it automatically battles against the opponent's virtual piece lineup.

[0004] In related technologies, a player can purchase virtual pieces in a store and enhance the basic level and skill effects of the owned virtual pieces. The player can also sell virtual pieces to obtain a corresponding amount of currency. Different virtual pieces correspond to different amounts of currency when purchasing and selling, and the amounts of currency corresponding to the purchase and sale of the same type of virtual pieces are also different. [[ID=2S]]

[0005] However, the devices in related technologies need to store a large amount of correspondence relationships between virtual pieces and currency amounts during purchase and sale, occupying a large amount of storage space.

Summary of the Invention

Problems to be Solved by the Invention

[0006] ] The present application provides a method, apparatus, device, medium, and program product for selling virtual pieces. The above technical solutions are as follows.

Means for Solving the Problems

[0007] According to one aspect of the present invention, a method for selling virtual pieces is provided, the method being performed by a computer device, and the method is In the course of a turn-based chess game, the process includes a step of displaying the quantity of resources consumed to purchase a virtual piece in response to a virtual piece purchase operation, wherein the quantity of resources consumed corresponds to the quantity of discounted resources. A step of responding to a sales operation for the owned virtual piece and displaying sales information for the virtual piece, wherein the sales information is used to indicate the quantity of additional resources that were successfully sold, and the quantity of discounted resources corresponding to the quantity of additional resources is the same as the quantity of discounted resources corresponding to the quantity of consumed resources, The process includes the step of indicating that the virtual piece has been successfully sold while the virtual piece is in a non-playing state.

[0008] According to another aspect of the present application, a virtual piece sales device is provided, the device is A display module used in the course of a turn-based chess game to display the quantity of resources consumed to purchase a virtual piece in response to a virtual piece purchase operation, wherein the quantity of resources consumed corresponds to the quantity of discounted resources, and the display module includes this display module. The display module is used to display sales information for the virtual pieces in response to sales operations for the virtual pieces owned, the sales information is used to indicate the quantity of additional resources that were successfully sold, and the quantity of discounted resources corresponding to the quantity of additional resources is the same as the quantity of discounted resources corresponding to the quantity of consumed resources. The display module is used to indicate that the virtual piece has been successfully sold when the virtual piece is in a non-playing state.

[0009] According to another aspect of the present invention, a computer device is provided, the computer device comprising a processor and memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to realize the above-described method of selling virtual pieces.

[0010] According to another aspect of the present invention, a computer-readable storage medium is provided, wherein a computer program is stored in the computer-readable storage medium, and the computer program is loaded and executed by a processor to realize the above-described method of selling virtual pieces.

[0011] According to another aspect of the present invention, a computer program product is provided, the computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium, and a processor retrieves the computer instructions from the computer-readable storage medium, thereby loading and executing the processor to realize the virtual piece sales method described above. [Effects of the Invention]

[0012] The beneficial effects of the technical solutions provided by the embodiments of this application include at least the following:

[0013] By using the method provided in the embodiments of the present application, the computer equipment does not need to store large quantities of virtual resources corresponding to the purchase and sale of virtual pieces. Furthermore, in the embodiments of the present application, the quantities of virtual resources between the purchase and sale of virtual pieces are associated, and when determining the quantity of discount resources to purchase a virtual piece, the quantity of discount resources to sell the virtual piece can also be determined, thus eliminating the need to occupy excessive memory space on the computer equipment. For example, if the quantity of discount resources to purchase a virtual piece is 2 currency units, that is, 2 currency units are saved when purchasing a virtual piece, then the quantity of discount resources corresponding to the sale of the virtual piece is also 2 currency units, that is, 2 currency units are subtracted from the original sales currency unit when selling the virtual piece. The computer equipment only needs to store the original sales currency unit corresponding to the virtual piece, and can further determine the actual sales currency unit obtained by selling the virtual piece based on the amount of currency saved during the purchase. The actual sales currency unit is the original sales currency unit minus the amount of currency saved during the purchase. The above solution eliminates the need for the computer equipment to store the corresponding actual number of currency units sold under multiple different purchase scenarios for the virtual piece, thereby saving memory space on the computer equipment. [Brief explanation of the drawing]

[0014] [Figure 1] A structural block diagram of a computer system provided by one exemplary embodiment is shown. [Figure 2] A schematic diagram of the related technology provided by one exemplary embodiment is shown. [Figure 3] A schematic diagram of the related technology provided by one exemplary embodiment is shown. [Figure 4] A schematic diagram of the related technology provided by one exemplary embodiment is shown. [Figure 5] A schematic diagram of the related technology provided by one exemplary embodiment is shown. [Figure 6] A flowchart illustrating a method for selling virtual pieces provided by one exemplary embodiment is shown. [Figure 7]A flowchart of a method for selling virtual chess pieces provided by one exemplary embodiment is shown. [Figure 8] A flowchart of a method for selling virtual chess pieces provided by one exemplary embodiment is shown. [Figure 9] A flowchart of a method for selling virtual chess pieces provided by one exemplary embodiment is shown. [Figure 10] A flowchart of a method for selling virtual chess pieces provided by one exemplary embodiment is shown. [Figure 11] A flowchart of a method for selling virtual chess pieces provided by one exemplary embodiment is shown. [Figure 12] A flowchart of a method for selling virtual chess pieces provided by one exemplary embodiment is shown. [Figure 13] A flowchart of a method for selling virtual chess pieces provided by one exemplary embodiment is shown. [Figure 14] A schematic diagram of an interface for purchasing virtual chess pieces provided by one exemplary embodiment is shown. [Figure 15] A schematic diagram of an interface for selling virtual chess pieces provided by one exemplary embodiment is shown. [Figure 16] A schematic diagram of an interface for successful sale of virtual chess pieces provided by one exemplary embodiment is shown. [Figure 17] A schematic diagram of an interface for selling virtual chess pieces provided by one exemplary embodiment is shown. [Figure 18] A schematic diagram of an interface for successful sale of virtual chess pieces provided by one exemplary embodiment is shown. [Figure 19] A schematic diagram of an interface for purchasing virtual chess pieces provided by one exemplary embodiment is shown. [Figure 20] A schematic diagram of an interface for successful sale of virtual chess pieces provided by one exemplary embodiment is shown. [Figure 21] A schematic diagram of an interface for successful sale of virtual chess pieces provided by one exemplary embodiment is shown. [Figure 22] A schematic diagram of an interface for upgrade rewards provided by one exemplary embodiment is shown. [Figure 23] A schematic diagram of the talent information interface provided by one exemplary embodiment is shown. [Figure 24] A schematic diagram of the virtual skill interface provided by one exemplary embodiment is shown. [Figure 25] A schematic diagram of a gain-type interface provided by one exemplary embodiment is shown. [Figure 26] A schematic diagram of the interface for purchasing virtual pieces, provided by one exemplary embodiment, is shown. [Figure 27] A schematic diagram of a successful interface for selling virtual pieces, provided by one exemplary embodiment, is shown. [Figure 28] A flowchart illustrating a method for selling virtual pieces provided by one exemplary embodiment is shown. [Figure 29] This shows a structural block diagram of a virtual piece sales device provided in one exemplary embodiment. [Figure 30] A structural block diagram of a computer device provided by one exemplary embodiment is shown. [Modes for carrying out the invention]

[0015] First, let me briefly introduce the nouns related to the embodiments of this application.

[0016] Auto Chess is a general term for a type of electronic strategy turn-based board game. The basic game rules are as follows: players select and combine different types of pieces by drawing them, then place them on their chessboard. Finally, the system automatically battles with other players' pieces, and the player whose pieces are still alive at the end wins the turn. The loser of each turn has a certain number of hit points deducted, and this process is repeated until only one player remains alive.

[0017] Chessboard: This refers to the area used for preparing for and conducting matches in the match interface of an auto chess game, which may be any type of 2D virtual chessboard, 2.5D virtual chessboard, or 3D virtual chessboard, but is not limited to this. The chessboard is divided into a match area and a battle preparation area. Here, the match area includes multiple match grids of the same size, which are used to place the match pieces that will be used in the match process, and the battle preparation area includes multiple battle preparation grids, which are used to place battle preparation pieces, which do not participate in the match process but can be dragged and placed in the match area during the preparation stage. Players can sell, put into play, and hold pieces in the battle preparation area, and there is an upper limit to the capacity of pieces in the battle preparation area.

[0018] As an example, in one possible embodiment, regarding the configuration of the grid in the battle area, 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 staggered. The battle area is also equally divided into two parts according to the rows, which are the friendly battle area and the enemy battle area, and in the preparation stage, the user can only place pieces in the friendly battle area.

[0019] Virtual pieces: In auto chess games, these refer to the pieces placed on the chessboard, including virtual pieces for battle and virtual pieces for battle preparation. Virtual pieces for battle are virtual pieces located in the battle area, and virtual pieces for battle preparation are virtual pieces located in the battle preparation area.

[0020] Selectively, in a battle area, when different virtual pieces possess the same attribute and the quantity reaches a predetermined value (or is called a bond), the battle virtual pieces possessing that attribute, or all battle virtual pieces in the battle area, can acquire the gain effect corresponding to that attribute. For example, when a battle area contains two battle virtual pieces with the attribute "Warrior," all battle virtual pieces acquire a 10% defense boost; when a battle area contains four battle virtual pieces with the attribute "Warrior," all battle virtual pieces acquire a 20% defense boost; and when a battle area contains three battle virtual pieces with the attribute "Spirit," all battle virtual pieces acquire a 20% dodge chance boost.

[0021] Currency: This is the basic resource (virtual resource) used in a game to purchase and upgrade pieces, refresh shops, etc. Each turn, you can acquire base currency and interest at a fixed rate of 10% of your current currency (interest cannot exceed a maximum of 5, and there is no interest when your currency is less than 10). When you win or lose consecutively, you can acquire additional currency based on the number of consecutive wins (losses).

[0022] Attributes: Based on the different types of pieces, each type of piece has different attributes, and different pieces can have the same attributes, which include at least one of Quality and Star Rating. Here, Quality is the piece's inherent attribute and remains fixed. Star Rating is a non-inherent attribute of the piece, and pieces can increase their star rating by increasing their star rating. After increasing their star rating, pieces will see a significant improvement in the strength of their basic attributes and skills, and the maximum star rating for a piece is 3 stars.

[0023] Quality: Refers to the unique attributes of a piece. Based on the rarity and skill of a piece, pieces can be divided into 1 / 2 / 3 / 4 / 5 quality levels, each corresponding to a different purchase price in the game store, corresponding to 1 / 2 / 3 / 4 / 5 currency units.

[0024] Star Upgrade: When you own three identical pieces (with the same star rating and quality) on the chessboard and in the battle preparation area, the pieces will automatically combine to form a higher-star piece, while the quality of the higher-star piece remains unchanged. This process is called a star upgrade. For example, owning three identical 1-star, 1-quality pieces will automatically upgrade them to a 2-star, 1-quality piece, and after owning three identical 2-star, 1-quality pieces, they will automatically upgrade to a 3-star, 1-quality piece. The maximum star rating for a piece is 3 stars, and a total of nine 1-star pieces are required to upgrade one piece to 3 stars. After a star upgrade, the strength of the piece's basic attributes and skills will significantly improve. Players can purchase 1-star pieces at the game shop, but they cannot directly purchase 2-star or 3-star pieces.

[0025] Figure 1 shows a structural block diagram of a computer system provided by one exemplary embodiment of the present application. The computer system 100 includes a first terminal 120, a server 140, and a second terminal 160.

[0026] The first terminal 120 has a turn-based chess game application program installed and running, such as an auto chess game application. The first terminal 120 is used by the first user, who uses the first terminal 120 to purchase new virtual pieces or sell virtual pieces they own during the preparation phase and / or the game phase of a match, or to place the virtual pieces on the chessboard's game area during the preparation phase of a match, and the first terminal 120 automatically controls the virtual pieces to play against each other in the game area during the game phase based on their attributes, skills, and placement.

[0027] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.

[0028] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, Server 140 includes a processor 144 and memory 142, which also includes a receiving module 1421, a control module 1422, and a transmitting module 1423, the receiving module 1421 being used to receive requests sent from a client terminal, for example, acknowledgment requests to confirm the opponent's virtual piece lineup; the control module 1422 being used to control the rendering of the virtual environment screen; and the transmitting module 1423 being used to send responses to the client terminal, for example, sending the opponent's virtual piece lineup to the client terminal. Server 140 is used to provide background services for a turn-based chess game application program. Selectively, server 140 handles the main computing tasks, while the first terminal 120 and the second terminal 160 handle secondary computing tasks; or server 140 handles secondary computing tasks, while the first terminal 120 and the second terminal 160 handle the main computing tasks; or server 140, the first terminal 120 and the second terminal 160 perform cooperative computing using a distributed computing architecture.

[0029] The second terminal 160 has a turn-based chess game application program installed and running, such as an auto chess game application. The second terminal 160 is used by the second user, who uses it to purchase new virtual pieces or sell virtual pieces they own during the preparation phase and / or the game phase of a match, or to place the virtual pieces on the chessboard's game area during the preparation phase of a match, and the second terminal 160 automatically controls the virtual pieces to play against each other during the game phase based on their attributes, skills, and placement in the game area.

[0030] The virtual pieces placed by the first user via terminal 120 and by the second user via terminal 260 are, as selectable, located in different game areas on the same chessboard, i.e., the first user and the second user are in the same game.

[0031] Selectively, the application programs installed on the first terminal 120 and the second terminal 160 may be the same, or the application programs installed on the two terminals may be the same type of application program on different control system platforms. The first terminal 120 may comprehensively refer to one of a plurality of terminals, and the second terminal 160 may comprehensively refer to one of a plurality of terminals; however, this embodiment will describe only the first terminal 120 and the second terminal 160 as examples. The device types of the first terminal 120 and the second terminal 160 may be the same or different, and said device types include at least one of smartphones, tablet PCs, e-book readers, digital players, laptop portable computers, and desktop computers. The following embodiments will describe an example in which the terminals include smartphones.

[0032] As a person skilled in the art will know, the number of terminals may be more or less. For example, there may be only one terminal (i.e., the user plays against the artificial intelligence), or there may be eight terminals (1v1v1v1v1v1v1v1, with eight users playing in rotation and being eliminated to determine the final winner), or there may be more than that number. The embodiments of the present application are not limited to the number of terminals or the type of equipment.

[0033] In some embodiments, schematic diagrams of the related technologies shown in Figures 2, 3, and 4 are referenced. As shown in Figure 2, the schematic diagram of the game store display interface 200 shows multiple virtual pieces that a player can purchase. Display area 201 shows the name of the virtual piece, and display area 202 shows the amount of resources that must be consumed to purchase the virtual piece, i.e., the amount of currency to be used, which is used to represent the purchase price. To purchase a 1-star 1-quality virtual piece, 1 currency is required; to purchase a 1-star 2-quality virtual piece, 2 currency is required; to purchase a 1-star 3-quality virtual piece, 3 currency is required; to purchase a 1-star 4-quality virtual piece, 4 currency is required; and to purchase a 1-star 5-quality virtual piece, 5 currency is required.

[0034] During either the preparation or battle phase, players can sell any virtual pieces they own. As shown in Figure 3, in the schematic diagram of the battle phase display interface 300, the display area 301 shows the amount of additional resources that a player can obtain by selling their virtual pieces, i.e., the amount of currency they can obtain, and is used to represent the selling price. When selling, a 1-star virtual piece is sold according to its original purchase price. A 1-star 1-quality virtual piece can be sold for 1 currency, a 1-star 2-quality virtual piece for 2 currency, a 1-star 3-quality virtual piece for 3 currency, a 1-star 4-quality virtual piece for 4 currency, and a 1-star 5-quality virtual piece for 5 currency. In the display area 301 in Figure 3, it is shown that the player can obtain 2 currency by selling a 1-star 2-quality virtual piece.

[0035] However, after a virtual piece has been upgraded in star rating, the amount of currency obtained from selling it will result in a certain loss. A 2-star 1-quality virtual piece can be sold for 3 currency, a 2-star 2-quality virtual piece for 5 currency, a 2-star 3-quality virtual piece for 8 currency, a 2-star 4-quality virtual piece for 11 currency, and a 2-star 5-quality virtual piece for 14 currency. A 3-star 1-quality virtual piece can be sold for 8 currency, a 3-star 2-quality virtual piece for 17 currency, a 3-star 3-quality virtual piece for 28 currency, a 3-star 4-quality virtual piece for 35 currency, and a 3-star 5-quality virtual piece for 44 currency. Display area 302 in Figure 4 shows that the player can sell a 2-star 2-quality virtual piece and obtain 5 currency.

[0036] In some other embodiments, refer to the schematic diagram of the related technology shown in Figure 5. As shown in Figure 5, the schematic diagram of the display interface 400 shows multiple virtual pieces owned by the player, and the amount of currency that can be obtained by selling the virtual pieces is displayed in the display area 401 and used to represent the selling price. To purchase 1-star 1-quality, 1-star 2-quality, 1-star 3-quality, 1-star 4-quality, 1-star 5-quality, and 1-star 6-quality virtual pieces, it is necessary to use 3 currency. When selling, regardless of whether the virtual piece has been upgraded in star level, 1 currency is obtained when selling 1-quality, 2-quality, 3-quality, 4-quality, 5-quality, and 6-quality virtual pieces.

[0037] In related technologies, different virtual pieces correspond to different quantities of currency when purchased and sold, and the quantities of currency corresponding to the purchase and sale of the same virtual piece also differ. For example, the selling price of some virtual pieces may result in a certain loss compared to the purchase price, while the selling price of some virtual objects may be the same as the purchase price. Computer equipment needs to store a large amount of correspondence between virtual pieces and the quantities of currency when purchased and sold, occupying a large amount of memory space.

[0038] To address the above problem, the embodiment of the present invention provides a method for selling virtual pieces, associating the quantity of currency between the purchase and sale of virtual pieces, and eliminating the need to occupy excessive memory space. Furthermore, players can easily understand and remember the quantity of currency used for buying and selling virtual pieces, and this also helps players adjust their game strategies.

[0039] Figure 6 shows a flowchart of a method for selling virtual chess pieces provided by one exemplary embodiment of the present invention, the method which may be performed by computer equipment, for example, the computer equipment which may be the first terminal 120 or the second terminal 160 shown in Figure 1, and the method will be described as being applied to the first terminal 120 shown in Figure 1, or a turn-based chess application program installed on the first terminal 120, or the second terminal 160, or a turn-based chess application program installed on the second terminal 160, the method which includes the following steps.

[0040] Step 520: In the course of a turn-based chess game, in response to a virtual piece purchase operation, the amount of resources consumed to purchase the virtual piece is displayed, and the amount of resources consumed corresponds to the amount of discounted resources.

[0041] A purchase operation is an operation in which a player buys a virtual piece from a game store, and a purchase operation may also be an operation of tapping on the virtual piece to be purchased.

[0042] A resource in a game refers to a virtual resource, which includes at least one of the following: currency and / or virtual currency.

[0043] The quantity of resources consumed is the amount of currency consumed (or used) when purchasing a virtual piece, and the quantity of resources consumed is used to represent the purchase price of that virtual piece.

[0044] The quantity of discounted resources corresponding to the quantity of resources consumed refers to the quantity of currency discounted (or saved) for the virtual pieces purchased, and the quantity of discounted resources is used to represent the discounted purchase price of the virtual pieces. The discounted purchase price is less than or equal to the set original purchase price.

[0045] In some embodiments, the quantity of resources consumed is determined based on the quantity of base resources and discount resources of the virtual piece.

[0046] The quantity of a virtual piece's base resource refers to its corresponding original purchase price under the virtual piece's base level. Under the base level, the virtual piece's original selling price and original purchase price are the same.

[0047] For example, the quantity of resources consumed is the difference between the quantity of base resources and the quantity of discounted resources for a virtual piece. That is, the quantity of resources consumed = the quantity of base resources - the quantity of discounted resources.

[0048] Selectable during the turn-based chess game, in response to the virtual piece purchase operation, the amount of resources consumed to purchase the virtual piece is displayed, and the amount of resources consumed corresponds to the amount of discounted resources.

[0049] For example, the original purchase price of a virtual piece is set at 3 units of currency, the amount of currency a player uses to purchase the virtual piece is 2 units of currency, and the amount of discounted resources is 1 unit of currency. That is, the amount of resources consumed by the virtual object is 2 units of currency, and the amount of discounted resources corresponding to the amount of resources consumed is 1 unit of currency.

[0050] In some embodiments, a player may purchase virtual pieces during either the preparation phase or the battle phase of each turn of the game, or a player may purchase virtual pieces during the preparation phase or battle phase of the previous turn and not purchase virtual pieces in the current turn, and this embodiment is not limited to this.

[0051] In some embodiments, the method further includes a step of responding to a virtual piece purchase operation and displaying the quantity of consuming resources used to purchase the virtual piece. If the quantity of inventory resources is greater than or equal to the quantity of consuming resources, the method displays that the purchase of the virtual piece was successful.

[0052] The quantity of inventory resources is used to represent the total amount of currency a player possesses. A player succeeds in purchasing a virtual piece if the amount of currency they possess is greater than or equal to the amount of currency required to purchase it.

[0053] In some embodiments, the method further includes the step of displaying the updated quantity of inventory resources after successfully purchasing a virtual piece.

[0054] In some embodiments, the virtual pieces purchased by the player refer to the base-level virtual pieces. We assume that there are three star counts and five quality levels for virtual pieces, where the level of the virtual piece is determined by its star count and quality. The base-level virtual pieces are, in other words, 1-star virtual pieces with quality levels of 1 / 2 / 3 / 4 / 5.

[0055] Step 540: In response to a sales operation on owned virtual pieces, the sales information for the virtual pieces is displayed. The sales information is used to indicate the quantity of additional resources successfully sold, and the quantity of discounted resources corresponding to the quantity of additional resources is the same as the quantity of discounted resources corresponding to the quantity of consumed resources.

[0056] The sales operation is the operation of selling virtual pieces owned by the player. The owned virtual pieces may be base-level virtual pieces purchased from a game store, or virtual pieces that have been automatically upgraded in star level, and this embodiment is not limited to these.

[0057] The quantity of additional resources is the amount of currency that can be obtained when selling virtual pieces, and the quantity of additional resources is used to represent the selling price of said virtual pieces.

[0058] The quantity of discounted resources corresponding to the quantity of additional resources refers to the quantity of discounted currency corresponding to the virtual pieces being sold. The quantity of discounted resources is used to represent the discounted selling price of the virtual pieces. The discounted selling price is less than or equal to the original selling price.

[0059] Sales information refers to the information displayed when selling virtual pieces. Sales information is used to indicate the quantity of additional resources obtained from successfully selling virtual pieces, and includes the quantity of additional resources obtained from virtual pieces.

[0060] In some embodiments, the sales information further includes the virtual piece level. Different virtual piece levels correspond to different quantities of additional resources.

[0061] In some embodiments, displaying sales information for virtual pieces may involve displaying the level of the virtual piece and the quantity of corresponding additional resources at that level of the virtual piece.

[0062] In some embodiments, the quantity of discounted resources corresponding to the quantity of additional resources is the same as the quantity of discounted resources corresponding to the quantity of consumed resources.

[0063] For example, the original purchase price of a virtual piece is 3 currency units, and the original selling price is 3 currency units. When a player purchases the virtual piece, the amount of currency used is 2 currency units, meaning the amount of resources consumed by the virtual object is 2 currency units, and the amount of discounted resources corresponding to the amount of resources consumed is 1 currency unit. In this case, when the player sells the virtual piece, the amount of discounted resources corresponding to the amount of additional resources is the same as the amount of discounted resources corresponding to the amount of resources consumed, meaning that 1 currency unit must be discounted according to the original selling price when selling, and the selling price is 2 currency units.

[0064] Step 560: Display that the virtual piece has been successfully sold while the virtual piece is in a non-playing state.

[0065] A non-competition state refers to a situation where a virtual piece is not involved in the game during the current turn.

[0066] As an example, this shows that the sale of a virtual piece was successful while the virtual piece was in a non-playing state.

[0067] In some embodiments, the method further includes the step of displaying the updated quantity of inventory resources after successfully selling a virtual piece.

[0068] As described above, according to the virtual piece sales method provided in the embodiment of the present application, the computer equipment does not need to store a large amount of virtual resources corresponding to the purchase and sale of virtual pieces. Furthermore, in the embodiment of the present application, the quantities of virtual resources between the purchase and sale of virtual pieces are associated, and when determining the quantity of discount resources for purchasing a virtual piece, the quantity of discount resources for selling the virtual piece can also be determined, thus eliminating the need to occupy excessive memory space on the computer equipment. Moreover, players can easily understand and remember the quantities of virtual resources for purchasing and selling virtual pieces, further contributing to players adjusting their game strategies and improving the player's game experience.

[0069] In some embodiments, Figure 7 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present invention, where step 540 can be implemented as step 550.

[0070] Step 550: Display the level of the virtual piece and the quantity of the corresponding additional resources under that level of the virtual piece, where the level is determined based on at least one attribute of the virtual piece's star rating and quality.

[0071] In some embodiments, displaying sales information for a virtual piece may also mean displaying the level of the virtual piece and the quantity of the corresponding additional resources at that level of the virtual piece, where the level is determined based on at least one attribute of the virtual piece's star rating and quality.

[0072] In some embodiments, the level of a virtual piece's star rating is determined by its star rating. For example, suppose there are three star ratings and five qualities for a virtual piece. A 1-star virtual piece is level 1, a 2-star virtual piece is level 2 after an increase in star rating, a 3-star virtual piece is level 3 after another increase in star rating, and so on. In other words, a virtual piece has three levels, and each level further includes five qualities.

[0073] In some other embodiments, the level of a virtual piece is determined jointly by its star rating and quality. For example, suppose there are three star ratings and five quality ratings for a virtual piece. A 1-star virtual piece with quality 1 / 2 / 3 / 4 / 5 corresponds to levels 1 / 2 / 3 / 4 / 5. After increasing the star rating, a 2-star virtual piece with quality 1 / 2 / 3 / 4 / 5 corresponds to levels 6 / 7 / 8 / 9 / 10. After increasing the star rating again, a 3-star virtual piece with quality 1 / 2 / 3 / 4 / 5 corresponds to levels 11 / 12 / 13 / 14 / 15. Thus, a virtual piece has 15 different levels.

[0074] In this embodiment, by displaying the level of a virtual piece and the corresponding quantity of additional resources at that level, the correspondence between the virtual piece's level and the quantity of additional resources can be intuitively displayed, which helps players adjust their game strategy.

[0075] In some embodiments, Figure 7 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present application, where step 550 may further include step 551.

[0076] Step 551: Given that the quantity of discounted resources is zero and the virtual piece's level is the base level, display the base level of the virtual piece and the corresponding quantity of additional resources under the base level of the virtual piece, where the quantity of additional resources is the same as the corresponding quantity of base resources under the base level of the virtual piece.

[0077] The virtual piece levels include the base level, which is the level before the star rating has been increased. We assume that there are three star ratings and five quality ratings for virtual pieces. A base level virtual piece is a 1-star virtual piece with quality ratings of 1 / 2 / 3 / 4 / 5.

[0078] The quantity of the corresponding base resource under the base level of the virtual piece is used to represent the original set selling price under the base level of the virtual piece.

[0079] For example, the quantity of discounted resources is zero, meaning that the virtual piece is purchased at its original purchase price under the base level. In this case, the selling price of the virtual piece under the base level is the original selling price. That is, the quantity of the corresponding additional resources under the base level of the virtual piece is the same as the quantity of the corresponding base resources under the base level of the virtual piece.

[0080] For example, let's assume there are three star ratings and five quality ratings for virtual pieces. The original purchase price for a 1-star virtual piece with quality ratings of 1 / 2 / 3 / 4 / 5 is 1 / 2 / 3 / 4 / 5 currency, and purchasing a 1-star virtual piece with quality ratings of 1 / 2 / 3 / 4 / 5 requires 1 / 2 / 3 / 4 / 5 currency, respectively. In this situation, selling a 1-star virtual piece with quality ratings of 1 / 2 / 3 / 4 / 5 yields 1 / 2 / 3 / 4 / 5 currency in return.

[0081] In some embodiments, Figure 7 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present invention, where step 550 may further include step 552.

[0082] Step 552: Given that the quantity of discounted resources is zero and the virtual piece's level is the enhancement level, display the enhancement level of the virtual piece and the corresponding quantity of additional resources under the enhancement level of the virtual piece, where the quantity of additional resources is an integer multiple of the corresponding quantity of base resources under the virtual piece's base level.

[0083] The level of a virtual piece includes its enhancement level, which is the level after increasing its star rating. Assume that there are three star ratings and five quality ratings for virtual pieces. If a base-level virtual piece is a 1-star virtual piece with 1 / 2 / 3 / 4 / 5 quality, then an enhanced-level virtual piece is a 2-star virtual piece with 1 / 2 / 3 / 4 / 5 quality, or a 3-star virtual piece with 1 / 2 / 3 / 4 / 5 quality.

[0084] For example, the quantity of discounted resources is zero, meaning that the virtual piece is purchased at its original purchase price under the base level. Under the enhanced level, the selling price of the virtual piece is an integer multiple of its original selling price. That is, the quantity of the corresponding additional resources under the enhanced level of the virtual piece is an integer multiple of the quantity of the corresponding base resources under the base level of the virtual piece.

[0085] For example, suppose there are three star ratings and five quality ratings for virtual pieces. The original purchase price for a 1-star virtual piece with 1 / 2 / 3 / 4 / 5 quality is 1 / 2 / 3 / 4 / 5 currency, and purchasing a 1-star virtual piece with 1 / 2 / 3 / 4 / 5 quality requires 1 / 2 / 3 / 4 / 5 currency, respectively. Selling a 1-star virtual piece with 1 / 2 / 3 / 4 / 5 quality yields 1 / 2 / 3 / 4 / 5 currency. In this embodiment, with an upgrade reward mechanism in place, selling a 2-star virtual piece with 1 / 2 / 3 / 4 / 5 quality after upgrading the star rating yields 1 / 2 / 3 / 4 / 5 currency, which is 1x the amount obtained from selling a corresponding 1-star virtual piece. After upgrading the star rating again, selling 3-star 1 / 2 / 3 / 4 / 5 quality virtual pieces will yield 3 / 6 / 9 / 12 / 15 currency, which is three times the amount earned selling a corresponding 1-star virtual piece.

[0086] In some embodiments, Figure 7 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present invention, where step 550 may further include step 553.

[0087] Step 553: When the quantity of discounted virtual resources is greater than zero and the level of the virtual piece is the base level, the base level of the virtual piece and the quantity of the corresponding additional resources under the base level of the virtual piece are displayed, where the quantity of additional resources is the difference between the quantity of the corresponding base resources and the quantity of discounted resources under the base level of the virtual piece.

[0088] For example, the quantity of discounted resources is greater than zero, meaning that the virtual piece is purchased at a discounted price lower than its original purchase price under the base level. In this case, the selling price of the virtual piece under the base level is the original selling price minus the saved discount price. That is, the quantity of the corresponding additional resources under the base level of the virtual piece is the difference between the quantity of the corresponding base resource and the quantity of the discounted resource under the base level of the virtual piece.

[0089] For example, let's assume that there are three star ratings and five quality levels for virtual pieces. The original purchase price for a 1-star, 2-quality virtual piece is 2 units of currency. In a situation where only 1 unit of currency is used to purchase this 1-star, 2-quality virtual piece, selling this 1-star, 2-quality virtual piece is also possible. Based on the fact that it could originally be sold for 2 units of currency, 1 unit of currency is subtracted, meaning that the 1-star, 2-quality virtual piece is sold for only 1 unit of currency.

[0090] In some embodiments, Figure 7 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present invention, where step 550 may further include step 554.

[0091] Step 554: When the quantity of discounted virtual resources is greater than zero and the level of the virtual piece is at the enhanced level, the enhanced level of the virtual piece and the corresponding quantity of additional resources under the enhanced level of the virtual piece are displayed, where the quantity of additional resources is the difference between the quantity of the corresponding base resources under the enhanced level of the virtual piece and the total quantity of discounted resources saved by acquiring the virtual piece, and the quantity of the corresponding base resources under the enhanced level of the virtual piece is an integer multiple of the quantity of the corresponding base resources under the base level of the virtual piece.

[0092] In other words, the quantity of the additional resources mentioned above is the difference between the first quantity and the second quantity, where the first quantity is the quantity of the corresponding base resource under the virtual piece's enhancement level, the second quantity is the quantity of all discounted resources saved by acquiring the virtual piece, and the first quantity is an integer multiple of the quantity of the corresponding base resource under the virtual piece's base level.

[0093] For example, the quantity of discounted resources is greater than zero, meaning that the virtual piece is purchased at a discounted price lower than its original purchase price under the base level. Under the enhanced level, the selling price of the virtual piece is the original selling price minus all the discounts saved. That is, the quantity of the corresponding additional resources under the enhanced level of the virtual piece is the difference between the quantity of the corresponding base resources under the enhanced level of the virtual piece and the quantity of all discounted resources saved by acquiring that virtual piece.

[0094] For example, let's assume there are three star ratings and five quality ratings for virtual pieces. The original purchase price for a 1-star, 2-quality virtual piece is 2 currency units, and three 1-star, 2-quality virtual pieces can be upgraded in star rating. In a situation where only 1 currency unit is used to purchase the first 1-star, 2-quality virtual piece, only 1 currency unit is used to purchase the second 1-star, 2-quality virtual piece, and 2 currency units are used to purchase the third 1-star, 2-quality virtual piece, a total of 2 currency units are saved. After upgrading in star rating, a 2-star, 2-quality virtual piece can be obtained, and when selling this 2-star, 2-quality virtual piece, 2 currency units are deducted from its original selling price of 2 currency units, meaning the 2-star, 2-quality virtual piece is sold for 0 currency units.

[0095] In some embodiments, the displayed quantity of additional resources corresponding to a successful sale of virtual pieces is greater than or equal to 0. When the quantity of additional resources is less than 0, the quantity of additional resources is displayed as 0.

[0096] In some embodiments, Figure 8 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present invention, which may further include the following steps.

[0097] Step 570: In response to meeting the upgrade conditions for a virtual piece, display the upgraded virtual piece.

[0098] Upgrading is the process in a game where, when you own N identical virtual pieces, those N pieces are combined into a higher-level virtual piece, where N is a positive integer. Generally, upgrading refers to increasing the star rating. For example, upgrading from 1 star to 2 stars, and then from 2 stars to 3 stars.

[0099] In this embodiment, N is set to 3, and the upgrade condition is to own three identical virtual pieces, where identical virtual pieces are those with the same number of stars and quality.

[0100] In response to meeting the upgrade conditions for a virtual piece, the upgraded virtual piece is displayed. The upgraded virtual piece is the virtual piece with the same level as its enhancement level.

[0101] Step 580: Given that the virtual piece being sold is an upgraded virtual piece, display the quantity of additional resources corresponding to the upgraded virtual piece, where an upgrade is the process in which N identical virtual pieces are combined into a higher-level virtual piece when you own N identical virtual pieces in the game, and N is a positive integer.

[0102] For example, in a situation where the virtual piece being sold is an upgraded virtual piece, the quantity of additional resources corresponding to the upgraded virtual piece will be displayed.

[0103] To enable the display of the quantity of additional resources corresponding to the upgraded virtual piece when the quantity of discounted resources is zero is equivalent to displaying the quantity of additional resources corresponding to the virtual piece's enhancement level, where the quantity of additional resources is an integer multiple of the quantity of the corresponding base resources under the virtual piece's base level.

[0104] Selectively displaying the quantity of additional resources corresponding to the upgraded virtual piece when the quantity of discounted virtual resources is greater than zero means displaying the quantity of additional resources corresponding to the virtual piece's enhancement level, where the quantity of additional resources is the difference between the quantity of the corresponding base resources under the virtual piece's enhancement level and the quantity of all discounted resources saved by acquiring the virtual piece, and the quantity of the corresponding base resources under the virtual piece's enhancement level is an integer multiple of the quantity of the corresponding base resources under the virtual piece's base level.

[0105] In this embodiment, the computer can determine the quantity of discount resources to sell virtual pieces based on the quantity of discount resources to purchase them, and the calculation step is simple. Furthermore, the computer does not need to store the corresponding quantities of virtual resources when purchasing and selling different virtual pieces, thus effectively saving memory space.

[0106] In some embodiments, Figure 9 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present invention, which may further include the following steps.

[0107] Step 571: In response to fulfilling the virtual piece upgrade conditions, the upgrade reward is displayed, which includes one of the following: another virtual piece or a virtual gold voucher.

[0108] In some embodiments, an upgrade reward mechanism is further established in the auto chess game of this embodiment. Exemplarily, in response to fulfilling the upgrade conditions of a virtual piece, an upgrade reward is displayed, which includes one of the following: another virtual piece or a virtual gold coin.

[0109] Other selectable virtual pieces are virtual pieces randomly placed in the background. Other virtual pieces are any virtual piece that matches the base level of the virtual piece. Virtual gold coins refer to gold coins that match the quantity of the corresponding base resource under the base level of the virtual piece.

[0110] For example, let's assume there are three star ratings and five quality ratings for virtual pieces. A 1-star, 2-quality virtual piece can be sold for two currencies. After owning three 1-star, 2-quality virtual pieces, you can upgrade one to a 2-star, 2-quality piece and obtain one other 1-star, 2-quality virtual piece or one virtual gold voucher.

[0111] In some embodiments, in response to meeting the upgrade conditions for a virtual piece, an upgrade reward is displayed, which includes one of two items: another virtual piece or a virtual gold voucher. In response to a selection operation for the upgrade reward, the player obtains the upgrade reward.

[0112] Step 581: When selling other virtual pieces or virtual vouchers, display the quantity of the corresponding base resource under the base level of the virtual piece, where the quantity of additional resources corresponding to other virtual pieces and virtual vouchers, respectively, is the same as the quantity of the corresponding base resource under the base level of the virtual piece.

[0113] In other words, the quantity of additional resources corresponding to other virtual pieces, and the quantity of additional resources corresponding to each virtual gold coin, are all the same as the quantity of the corresponding base resources under the base level of the virtual piece.

[0114] For example, the quantity of additional resources corresponding to other virtual pieces and virtual gold tickets is the same as the quantity of the corresponding base resources under the base level of the virtual piece.

[0115] For example, let's assume there are three star ratings and five quality ratings for virtual pieces. A 1-star, 2-quality virtual piece can be sold for 2 units of currency. After owning three 1-star, 2-quality virtual pieces, you can upgrade one to a 2-star, 2-quality virtual piece and obtain either another 1-star, 2-quality virtual piece or one virtual gold voucher. You can obtain 2 units of currency after selling the virtual gold voucher, and 2 units of currency after selling the other 1-star, 2-quality virtual piece.

[0116] In this embodiment, when a virtual piece is upgraded (star rating increases), an upgrade reward is also set, enriching the form of human-computer interaction. Furthermore, since the upgrade reward is associated with the virtual piece, the computer equipment does not need to store additional virtual resources corresponding to other virtual pieces or virtual coupons obtained by selling the upgrade reward, thus saving some of the computer equipment's memory resources.

[0117] In some embodiments, Figure 10 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present invention, where step 540 can be implemented as step 541 or step 542 below.

[0118] Step 541: Respond to a tap operation on the virtual piece sales interface and display sales information for the virtual piece.

[0119] For example, each virtual piece owned corresponds to a single sales interface. Sales information for the virtual piece is displayed within the sales interface.

[0120] Selectable, the virtual piece sales interface displays sales information for owned virtual pieces in response to taps. This sales information includes the virtual piece's level and the quantity of corresponding additional resources at that level.

[0121] Step 542: Respond to dragging owned virtual pieces to the sales area and display the sales information for the virtual pieces.

[0122] For example, a sales area is defined on a chessboard in a game, and this sales area can be set to any location on the chessboard.

[0123] In response to dragging a virtual piece owned by the player to the sales area, the sales information for that virtual piece is displayed. This sales information includes the quantity of additional resources corresponding to the virtual piece.

[0124] In this embodiment, the system provides multiple forms for selling owned virtual pieces and displaying sales information for virtual pieces, allowing players to choose based on their actual technical needs. The forms of human-computer interaction are relatively rich, contributing to an improved game experience for the player.

[0125] In some embodiments, Figure 11 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present invention, which further includes the following steps.

[0126] Step 710: In the course of a turn-based chess game, purchase virtual pieces from a game store.

[0127] Optionally, players can purchase virtual pieces from the game shop during the turn-based chess game. The virtual pieces purchased are basic-level pieces.

[0128] Step 720: Determine the amount of discounted resources corresponding to the amount of resources consumed by the virtual piece.

[0129] For example, determining the quantity of discounted resources corresponding to the quantity of resources consumed by a virtual piece is equivalent to determining the discounted resources saved by purchasing that virtual piece.

[0130] Selectively, the quantity of resources consumed by a virtual piece is the difference between the quantity of the virtual piece's base resources and the quantity of discounted resources. That is, the quantity of discounted resources is the difference between the quantity of the virtual piece's base resources and the quantity of resources consumed.

[0131] In some embodiments, the quantity of discounted resources corresponding to different types of virtual pieces will differ and must be determined specifically based on the quantity of resources consumed when actually purchasing the virtual piece.

[0132] Step 730: In a situation where virtual pieces are sold, determine the quantity of additional resources that resulted from the successful sale of virtual pieces, where the quantity of discounted resources corresponding to the quantity of additional resources is the same as the quantity of discounted resources corresponding to the quantity of consumed resources.

[0133] For example, in a situation where virtual pieces are sold, the quantity of additional resources obtained from successfully selling the virtual pieces is determined, where the quantity of discounted resources corresponding to the quantity of additional resources is the same as the quantity of discounted resources corresponding to the quantity of consumed resources. For instance, if 1 currency is saved based on the original purchase price when purchasing virtual pieces, then 1 currency must be discounted based on the original selling price when selling those virtual pieces.

[0134] In some embodiments, Figure 12 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present invention, which further includes the following steps.

[0135] Step 740: Obtain the upgraded virtual piece under conditions that meet the upgrade requirements for the virtual piece.

[0136] Upgrading is the process in a game where, when you own N identical virtual pieces, those N pieces are combined into a higher-level virtual piece, where N is a positive integer. Generally, upgrading refers to increasing the star rating. For example, upgrading from 1 star to 2 stars, and then from 2 stars to 3 stars.

[0137] In this embodiment, N is set to 3, and the upgrade condition is to own three identical virtual pieces, where identical virtual pieces are those with the same number of stars and quality.

[0138] For example, under circumstances where the upgrade conditions for a virtual piece are met, the upgraded virtual piece is obtained.

[0139] Step 750: Given that the virtual piece being sold is an upgraded virtual piece, determine the quantity of additional resources that resulted from the successful sale of the upgraded virtual piece, where the quantity of discounted resources corresponding to the quantity of additional resources is the same as the total quantity of discounted resources corresponding to the acquisition of the upgraded virtual piece.

[0140] For example, in a situation where the virtual piece being sold is an upgraded virtual piece, the quantity of additional resources that successfully resulted from the sale of the upgraded virtual piece is determined, where the quantity of discounted resources corresponding to the quantity of additional resources is the same as the total quantity of discounted resources corresponding to the acquisition of the upgraded virtual piece.

[0141] Selectively, under the condition that the quantity of discounted resources is zero, the quantity of additional resources for an upgraded virtual piece is an integer multiple of the quantity of the corresponding base resource under the virtual piece's base level.

[0142] Selectively, given that the quantity of discounted virtual resources is greater than zero, the quantity of additional resources for an upgraded virtual piece is the difference between the quantity of the corresponding base resources under the virtual piece's enhancement level and the quantity of all discounted resources saved by acquiring the virtual piece. The quantity of the corresponding base resources under the virtual piece's enhancement level is an integer multiple of the quantity of the corresponding base resources under the virtual piece's base level.

[0143] Using the above embodiment, the computer equipment background can quickly determine the quantity of discounted resources corresponding to the quantity of resources consumed by virtual pieces, and the quantity of additional resources obtained from successful sales of virtual pieces, with a relatively simple calculation method and high efficiency.

[0144] In some embodiments, Figure 13 shows a flowchart of a method for selling virtual pieces provided by one exemplary embodiment of the present invention, where step 720 can be implemented as step 721, step 722, or step 723.

[0145] Step 721: Based on the talent information of the master virtual piece, determine the amount of discounted resources corresponding to the amount of resources consumed by the virtual piece.

[0146] The Master Virtual Piece is the player character, and players can select the character they will play before the game begins. Talent information is one of the attribute pieces of the Master Virtual Piece, and different types of Master Virtual Pieces have different talent information. Some talents can change the amount of resources consumed when purchasing a virtual piece.

[0147] Selectively, based on the talent information of the master virtual piece, the amount of discounted resources corresponding to the amount of resources consumed by the virtual piece is determined.

[0148] For example, the talent information of a master virtual piece is "XX discount," and this talent information primarily allows players to save 1 unit of discount resources, meaning they save 1 unit of currency, when purchasing virtual pieces they own at a game store.

[0149] Step 722: Based on the virtual skills used by the Master virtual piece during the battle process, determine the amount of discounted resources corresponding to the amount of resources consumed by the virtual piece.

[0150] Virtual skills refer to the skills that Master Virtual Pieces unleash during the battle process.

[0151] Selectively, the amount of discounted resources corresponding to the amount of resources consumed by the virtual piece is determined based on the virtual skills used by the master virtual piece during the battle process. In some embodiments, the amount of discounted resources corresponding to virtual pieces of different qualities will differ.

[0152] For example, the virtual skill that a Master virtual piece unlocks during battle is "Skill A," which, after the battle of the current turn begins, allows the player to randomly copy two enemy virtual pieces, acquire corresponding 1-star virtual pieces, and place them in the battle preparation area. The amount of corresponding discount resources differs based on the different qualities of the virtual pieces. For example, the amount of discount resources corresponding to virtual pieces of quality 1 / 2 / 3 / 4 / 5 is 0 / 1 / 2 / 3 / 4, respectively.

[0153] Step 723: Based on the gain type acquired by the Master virtual piece after winning a battle, determine the amount of discounted resources corresponding to the amount of resources consumed by the virtual piece.

[0154] Gain type refers to the bonus that a Master virtual piece receives after winning a battle.

[0155] Selectively, the amount of discounted resources corresponding to the amount of resources consumed by the virtual piece is determined based on the type of gain the master virtual piece acquires after winning a battle.

[0156] For example, in the case of "Gain Type A," after winning a battle, the Master virtual piece will acquire a certain quantity of "XX Old Coins," which can be used to purchase virtual pieces corresponding to this gain type at the game store, that is, to purchase virtual pieces of "Gain Type A." The quantity of "XX Old Coins" is the quantity of discount resources available to purchase virtual pieces of "Gain Type A."

[0157] In this embodiment, the background of the computer equipment can determine the quantity of discount resources for virtual pieces based on the actual game situation, and the accuracy of the determined value can be improved.

[0158] As an example, the method of selling virtual pieces provided by the embodiment of this application will be described in detail, using its application to an auto chess game as an example. In this embodiment, the virtual piece is a "hero." A hero has three star ratings, which are 1 star, 2 stars, and 3 stars, and each star rating has five quality ratings: 1 / 2 / 3 / 4 / 5.

[0159] Figure 14 shows a schematic diagram of an interface for purchasing virtual pieces provided in one exemplary embodiment. The game store display interface 600 displays several heroes that the player can purchase, and the display area 601 displays the amount of resources that must be consumed to purchase a hero, i.e., 4 units of currency are needed to purchase hero 5. The display area 602 displays the amount of resources the player has in stock, i.e., the amount of currency the player possesses is 57. The amount of resources in stock is greater than the amount of resources that must be consumed, i.e., the player can purchase hero 5.

[0160] Figure 15 shows a schematic diagram of an interface for selling virtual pieces provided in one exemplary embodiment. It is assumed that purchasing a 1-star 1 / 2 / 3 / 4 / 5 quality hero requires 1 / 2 / 3 / 4 / 5 units of currency, respectively. When selling, 2-star 1 / 2 / 3 / 4 / 5 quality heroes correspond to sales interfaces (1) to (5), respectively. In each hero's sales interface, the hero's star rating is displayed in display area 603, and the quantity of additional resources obtained from successfully selling that hero is displayed in display area 604. That is, the quantity of additional resources corresponding to successfully selling a 2-star 1 / 2 / 3 / 4 / 5 quality hero is 1 / 2 / 3 / 4 / 5 units of currency, respectively, and is used to conform to the upgrade reward mechanism set up in this embodiment.

[0161] Figure 16 shows a schematic diagram of a successful virtual piece sale interface provided in one exemplary embodiment. In the display area 605 of the display interface 610, it is shown that when a 2-star 3-quality hero is successfully sold, the player will receive 3 units of currency. The terminal responds to dragging a hero into the sales area, and the sale can be completed when the player releases the hero.

[0162] Figure 17 shows a schematic diagram of an interface for selling virtual pieces provided in one exemplary embodiment. It is assumed that purchasing a 1-star 1 / 2 / 3 / 4 / 5 quality hero requires 1 / 2 / 3 / 4 / 5 units of currency, respectively. When selling, 3-star 1 / 2 / 3 / 4 / 5 quality heroes correspond to sales interfaces (1) to (5), respectively. In each hero's sales interface, the hero's star rating is displayed in display area 606, and the quantity of additional resources obtained from successfully selling that hero is displayed in display area 607. That is, the quantity of additional resources corresponding to successfully selling a 3-star 1 / 2 / 3 / 4 / 5 quality hero is 3 / 6 / 9 / 12 / 15 units of currency, respectively.

[0163] Figure 18 shows a schematic diagram of a successful virtual piece sale interface provided in one exemplary embodiment. In the display area 608 of the display interface 620, it is shown that when a 3-star 5-quality hero is successfully sold, 15 units of currency are obtained. The terminal responds to dragging the hero into the sales area, and the sale can be completed when the player releases the hero.

[0164] Figure 19 shows a schematic diagram of an interface for purchasing virtual pieces provided in one exemplary embodiment. The game store display interface 630 displays multiple heroes that the player can purchase, and the display area 631 displays the amount of resources consumed to purchase a hero. Compared with Figure 14, the amount of resources consumed here corresponds to the amount of discounted resources. In Figure 14, it is shown that two currencies are needed to purchase three 1-star 2-quality heroes, while in Figure 19, it is shown that only one currency is needed to purchase three 1-star 2-quality heroes, meaning that one currency can be saved. The display area 632 further displays the number of these heroes owned by the player at their base level, and it is shown in the display area 632 that the player owns one 1-star 4 hero, making it easy for the player to adjust their purchase strategy based on the heroes they own.

[0165] Figure 20 shows a schematic diagram of the interface for a successful sale of a virtual piece provided in one exemplary embodiment. In display area 633, it is shown that when the sale of the 1-star 2-quality Hero 3 purchased in Figure 19 is successful, 1 unit of currency is obtained from the successful sale.

[0166] Figure 21 shows a schematic diagram of a successful virtual piece sales interface provided by one exemplary embodiment. If a player purchases a first 1-star 2-quality Hero 3 for 2 currency units, a second 1-star 2-quality Hero 3 for 1 currency unit, and a third 1-star 2-quality Hero 3 for 1 currency unit, the Hero 3 will be upgraded to a 2-star 2-quality Hero 3 and will also receive one 2-quality virtual gold voucher. When selling the 2-star 2-quality Hero 3, the discount is 2 currency units, and if the original selling price is 2 currency units, the actual selling price is 0 currency units, as shown in display area 634 of Figure 21. The selling price of a 2-quality virtual gold voucher remains unchanged at 2 currency units.

[0167] Figure 22 shows a schematic diagram of the upgrade reward interface provided by one exemplary embodiment. This embodiment sets up an upgrade reward mechanism. When Hero 3 of 1-star 2-quality is upgraded to Hero 3 of 2-star 2-quality, the upgrade reward is simultaneously displayed in display interface 640, and the upgrade reward includes any N other virtual heroes of 1-star 2-quality and one virtual voucher of 2-quality, from which the player can select one, and N may be 3. Display area 641 displays the original selling price corresponding to each other virtual hero, and display area 644 displays the quantity of this hero owned by the player at the base level. Display area 642 displays the quantity of currency that can be obtained by selling the virtual voucher. The selling price of a 2-quality virtual voucher remains unchanged at 2 currency.

[0168] Figure 23 shows a schematic diagram of a talent information interface provided by one exemplary embodiment. In the display area 651 of the display interface 650, the talent information of the master hero is displayed as "XX discount," allowing the player to save 1 currency when purchasing a hero they own at the game store.

[0169] Figure 24 shows a schematic diagram of the virtual skill interface provided in one exemplary embodiment. In the display area 661 of the display interface 660, a virtual skill that the master hero unleashes during the battle process is displayed, which, after the battle of the current turn begins, randomly copies two enemy heroes, acquires a corresponding 1-star hero, and places them in the battle preparation area. Heroes of quality 1 / 2 / 3 / 4 / 5 correspond to discounts of 0 / 1 / 2 / 3 / 4 currency units, respectively.

[0170] Figure 25 shows a schematic diagram of a gain type interface provided by one exemplary embodiment. The display interface 670 displays information for "Gain Type A" after winning a battle, for example, displayed in area 672, and the Master Hero will now acquire 3 "XX Old Coins," which can be used to purchase a "Gain Type A" hero at the game store. The quantity of "XX Old Coins" is equivalent to the discount.

[0171] Figure 26 shows a schematic diagram of an interface for purchasing virtual pieces provided in one exemplary embodiment. Display area 681 of the game store display interface 680 shows that 2 currency units are required to purchase a 1-star 3-quality "Gain Type A" Hero 3, and display area 682 shows that the quantity of "XX Old Currency" is 2, meaning that only 1 currency unit is required to purchase the 1-star 3-quality "Gain Type A" Hero 3.

[0172] When combining three 1-star 3-quality "Gain Type A" Hero 3s, each with a purchase price of 1 currency, 2 currency, and 3 currency, with one 2-star 3-quality "Gain Type A" Hero 3, one 2-star 3-quality "Gain Type A" Hero 3 and one 3-quality virtual gold voucher are obtained. Figure 27 shows a schematic diagram of a successful virtual piece sale interface provided by one exemplary embodiment. In the display area 691 of the display interface 690, it is shown that when the 2-star 3-quality "Gain Type A" Hero 3 is sold, 3-2=1 currency can be obtained.

[0173] Figure 28 shows a flowchart of a virtual piece sales method provided by one exemplary embodiment. The steps to be performed on the background side of the terminal are as follows:

[0174] Step 801: Obtain a hero with quality N, and that hero is a 1-star hero.

[0175] Step 802: Determine whether a discount is included in the purchase price of the hero. If a discount is included in the purchase price (the purchase price is less than the original purchase price), proceed to Step 804. If a discount is not included in the purchase price (the purchase price is equal to the original purchase price), proceed to Step 803.

[0176] Step 803: Record the purchase price of the hero as N.

[0177] Step 804: Record the discount for the hero as X (X is a negative value), and proceed to Step 805.

[0178] Step 805: Determine whether the hero meets the upgrade requirements. If the upgrade requirements (owning three identical heroes) are met, proceed to Step 807. If the upgrade requirements are not met, proceed to Step 806.

[0179] Step 806: Place the hero in the battle preparation area.

[0180] Step 807: Obtain discounts Y and Z for two other heroes (Y and Z are also denoted as negative values), and proceed to Step 808.

[0181] Step 808: Determine whether N+X+Y+Z is less than 0. If N+X+Y+Z is less than 0, proceed to step 809. If N+X+Y+Z is greater than 0 or equal to 0, proceed to step 810.

[0182] Step 809: Determine that the selling price of the upgraded hero is 0.

[0183] Step 810: Determine that the selling price of the upgraded hero is N+X+Y+Z.

[0184] As described above, according to the virtual piece sales method provided in the embodiment of the present invention, the computer equipment does not need to store a large amount of virtual resources corresponding to the purchase and sale of virtual pieces, and by associating the quantities of virtual resources between the purchase and sale of virtual pieces, the quantity of discounted resources for sale can be determined when the quantity of discounted resources for purchase is determined, thus eliminating the need to occupy excessive memory space. Furthermore, players can easily understand and remember the quantities of virtual resources for the purchase and sale of virtual pieces, which further contributes to players adjusting their game strategies and improves the player's game experience.

[0185] Figure 29 shows a structural block diagram of a virtual piece sales device provided by one exemplary embodiment of the present invention, the virtual piece sales device 900 including a display module 910.

[0186] The display module 910 is used in the course of a turn-based chess game to display the quantity of resources consumed to purchase virtual pieces in response to a virtual piece purchase operation, and the quantity of resources consumed corresponds to the quantity of discounted resources.

[0187] The display module 910 is used to display sales information for the virtual pieces owned by the user in response to a sales operation for the virtual pieces. The sales information is used to indicate the quantity of additional resources that were successfully sold, and the quantity of discounted resources corresponding to the quantity of additional resources is the same as the quantity of discounted resources corresponding to the quantity of consumed resources.

[0188] The above display module 910 is used to indicate that the sale of the virtual piece has been successful when the virtual piece is in a non-playing state.

[0189] In some embodiments, the display module 910 is This is used to display the level of the virtual piece and the quantity of the corresponding additional resources under the level of the virtual piece. Here, the above level is determined based on at least one attribute of the above virtual piece, namely the number of stars and quality.

[0190] In some embodiments, the display module 910 is This is used to display the quantity of the above-mentioned additional resources corresponding to the above-mentioned base level of the above-mentioned virtual piece, under the condition that the quantity of the above-mentioned discount resource is zero and the above-mentioned level of the above-mentioned virtual piece is the base level. Here, the quantity of the additional resources is the same as the quantity of the corresponding base resources under the above base level of the virtual piece.

[0191] In some embodiments, the display module 910 is This is used to display the above-mentioned enhancement level of the virtual piece and the corresponding quantity of the above-mentioned additional resources under the circumstances where the quantity of the above-mentioned discounted resources is zero and the above-mentioned level of the virtual piece is the enhancement level. Here, the quantity of the additional resources is an integer multiple of the quantity of the corresponding base resources under the above basic level of the virtual piece.

[0192] In some embodiments, the display module 910 is This is used to display the base level of the virtual piece and the corresponding quantity of additional resources under the conditions that the quantity of the discounted virtual resources is greater than zero and the level of the virtual piece is the base level. Here, the quantity of the additional resources is the difference between the quantity of the corresponding standard resources and the quantity of the discounted resources under the above basic level of the virtual piece.

[0193] In some embodiments, the display module 910 is This is used to display the above-mentioned enhancement level of the virtual piece and the corresponding quantity of the above-mentioned additional resources under the conditions that the quantity of the above-mentioned discounted virtual resources is greater than zero and the above-mentioned level of the virtual piece is the enhancement level. Here, the quantity of the additional resources is the difference between the quantity of the corresponding base resources under the enhancement level of the virtual piece and the quantity of all discounted resources saved by acquiring the virtual piece, the quantity of the corresponding base resources under the enhancement level of the virtual piece is an integer multiple of the quantity of the corresponding base resources under the base level of the virtual piece, or the quantity of the additional resources is the difference between the first quantity and the second quantity, the first quantity is the quantity of the corresponding base resources under the enhancement level of the virtual piece, the second quantity is the quantity of all discounted resources saved by acquiring the virtual piece, and the first quantity is an integer multiple of the quantity of the corresponding base resources under the base level of the virtual piece.

[0194] In some embodiments, the display module 910 further includes: In response to meeting the upgrade conditions for the virtual piece mentioned above, the upgraded virtual piece will be displayed. In the situation where the virtual piece being sold is the upgraded virtual piece, this is used to display the quantity of the additional resources corresponding to the upgraded virtual piece, Here, the above upgrade is the process by which N identical virtual pieces are combined into a higher-level virtual piece when a player owns N identical virtual pieces in the game, and N is a positive integer.

[0195] In some embodiments, the display module 910 further includes: In response to the fulfillment of the above upgrade conditions for the above virtual piece, an upgrade reward will be displayed, and the above upgrade reward will include one of the following: another virtual piece or a virtual gold voucher. Used to display the quantity of the corresponding base resource under the base level of the virtual piece, in the context of selling the other virtual pieces mentioned above, or in the context of selling the virtual vouchers mentioned above. Here, the quantities of the additional resources corresponding to the other virtual pieces and the virtual vouchers are all the same as the quantities of the base resources corresponding to the virtual pieces under the base level, or the quantities of the additional resources corresponding to the other virtual pieces and the quantities of the additional resources corresponding to the virtual vouchers are all the same as the quantities of the base resources corresponding to the virtual pieces under the base level.

[0196] In some embodiments, the display module 910 further includes: It is used to respond to tap operations on the sales interface of the virtual pieces owned by the user and to display the sales information for those virtual pieces.

[0197] In some embodiments, the display module 910 further includes: This is used to display the sales information for the virtual piece in response to dragging the owned virtual piece to the sales area.

[0198] In some embodiments, the virtual piece sales device 900 further includes a processing module 920.

[0199] In some embodiments, the processing module 920 is: In the course of a turn-based chess game, purchasing the above virtual pieces from a game store, To determine the quantity of the discounted resource corresponding to the quantity of the above-mentioned resource consumed by the above-mentioned virtual piece, In the context of selling the above virtual pieces, this is used to determine the quantity of the above additional resources obtained from successfully selling the above virtual pieces, Here, the quantity of discounted resources corresponding to the quantity of the additional resources is the same as the quantity of discounted resources corresponding to the quantity of the consumed resources.

[0200] In some embodiments, the processing module 920 is: Under the circumstances that the above virtual piece meets the above upgrade conditions, to obtain the upgraded virtual piece, Under the circumstances that the virtual piece being sold is the upgraded virtual piece, this is used to determine the quantity of the additional resources that were successfully sold for the upgraded virtual piece. Here, the quantity of discounted resources corresponding to the quantity of the additional resources mentioned above is the same as the total quantity of discounted resources corresponding to the acquisition of the virtual pieces after the upgrade.

[0201] In some embodiments, the processing module 920 is: Based on the talent information of the master virtual piece, this is used to determine the quantity of the discounted resource corresponding to the quantity of the virtual piece's resource consumption.

[0202] In some embodiments, the processing module 920 is: This is used to determine the amount of discounted resources corresponding to the amount of resources consumed by the virtual master piece, based on the virtual skills used by the virtual master piece during the battle process.

[0203] In some embodiments, the processing module 920 is: This is used to determine the amount of discounted resources corresponding to the amount of resources consumed by the virtual master piece, based on the gain type acquired by the virtual master piece after winning a battle.

[0204] Figure 30 shows a structural block diagram of a computer device provided by one exemplary embodiment of the present invention.

[0205] The computer device 1000 may be a portable mobile terminal, such as a smartphone, tablet PC, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1000 may also be referred to by other names such as user device or portable terminal.

[0206] Typically, computer equipment 1000 includes a processor 1001 and memory 1002.

[0207] The processor 1001 may include one or more processing cores, such as a 4-core processor and an 8-core processor. The processor 1001 can be implemented using at least one hardware form from among DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1001 may also include a main processor and a coprocessor, the main processor being a processor used to process data in a wake state and also called a CPU (Central Processing Unit), and the coprocessor being a low-power processor used to process data in a standby state. In some embodiments, a GPU (Graphics Processing Unit) may be integrated into the processor 1001, and the GPU is used to render and draw content that needs to be displayed on a display screen. In some embodiments, the processor 1001 may further include an AI (Artificial Intelligence) processor, which is used to process computational operations related to machine learning.

[0208] The memory 1002 may include one or more computer-readable storage media, which may be tangible and / or non-temporary. The memory 1002 may further include high-speed random-access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices. In some embodiments, the non-temporary computer-readable storage media in the memory 1002 is used to store at least one instruction, which is executed by the processor 1001 to realize the virtual piece sales method provided in the embodiments of the present application.

[0209] In some embodiments, the computer device 1000 further optionally includes a peripheral port 1003 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 1004, a touch display screen 1005, a camera 1006, an audio circuit 1007, and a power supply 1008.

[0210] The peripheral port 1003 may be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1001 and the memory 1002. In some embodiments, the processor 1001, memory 1002, and peripheral port 1003 are integrated on the same chip or circuit board, and in some other embodiments, any one or two of the processor 1001, memory 1002, and peripheral port 1003 can be implemented on a single chip or circuit board, and this embodiment is not limited thereto.

[0211] The radio frequency circuit 1004 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1004 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 1004 converts electrical signals into electromagnetic signals and transmits them, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 1004 includes an antenna system, an RF transceiver, one or more amplifiers, tuners, oscillators, a digital signal processor, a codec chipset, and a subscriber identification module card, etc. The radio frequency circuit 1004 can communicate with other terminals by at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless LANs, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 1004 may further include a circuit related to NFC (Near Field Communication), and the present invention is not limited thereto.

[0212] The touch display screen 1005 is used to display a UI (User Interface). The UI may include shapes, text, icons, videos, and any combination thereof. The touch display screen 1005 further has the ability to collect touch signals on or above the surface of the touch display screen 1005. These touch signals can be input to the processor 1001 as control signals for processing. The touch display screen 1005 is used to provide virtual buttons, also called soft buttons and / or soft keyboards, and / or virtual keyboards. In some embodiments, there may be one touch display screen 1005, mounted on the front panel of the computer equipment 1000; in some other embodiments, there may be at least two touch display screens 1005, each mounted on a different surface of the computer equipment 1000 or designed to fold; and in some embodiments, the touch display screen 1005 may be a flexible display screen, mounted on a curved surface or a folding surface of the computer equipment 1000. Furthermore, the touch display screen 1005 may be installed as a non-rectangular, irregular shape, i.e., an irregularly shaped screen. The touch display screen 1005 can be manufactured using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0213] The camera component 1006 is used to collect images or videos. Optionally, the camera component 1006 includes a front camera and a rear camera. Typically, the front camera is used to enable video calls or self-portraits, and the rear camera is used to enable still photography or video recording. In some embodiments, there are at least two rear cameras, each being any one of the main camera, depth-of-field camera, and wide-angle camera, thereby enabling background blur functionality by fusing the main camera and depth-of-field camera, and panoramic and VR (Virtual Reality) shooting functionality by fusing the main camera and wide-angle camera. In some embodiments, the camera component 1006 may further include a flash lamp. The flash lamp may be a monochromatic temperature flash lamp or a dichromatic temperature flash lamp. A dichromatic temperature flash lamp refers to a combination of a warm-colored flash lamp and a cool-colored flash lamp, which can be used for light ray compensation under different color temperatures.

[0214] The audio circuit 1007 is used to provide an audio port between the user and the computer device 1000. The audio circuit 1007 may include a microphone and a speaker. The microphone collects sound waves from the user and the environment and converts the sound waves into electrical signals. toThe signal is converted and input to the processor 1001 for processing, or input to the radio frequency circuit 1004 for voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, each installed in a different part of the computer equipment 1000. The microphones may also be array microphones or omnidirectional microphones. The speaker is used to convert the electrical signal from the processor 1001 or the radio frequency circuit 1004 into sound waves. The speaker may be a conventional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves that are audible to humans, but also convert the electrical signal into sound waves that are inaudible to humans for applications such as distance measurement. In some embodiments, the audio circuit 1007 may further include a headphone jack.

[0215] Power supply 1008 is used to supply power to each component of the computer equipment 1000. Power supply 1008 may be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When power supply 1008 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired connection, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery may also be used to support fast charging technology.

[0216] In some embodiments, the computer device 1000 further includes one or more sensors 1009. These one or more sensors 1009 include, but are not limited to, an accelerometer 1010, a gyroscope 1011, a pressure sensor 1012, an optical sensor 1013, and a proximity sensor 1014.

[0217] The accelerometer 1010 can detect the magnitude of acceleration in three coordinate axes of a coordinate system established by the computer equipment 1000. For example, the accelerometer 1010 can be used to detect the components of gravitational acceleration in three coordinate axes. The processor 1001 can control the touch display screen 1005 to display a user interface in a horizontal or vertical view based on the gravitational acceleration signal collected by the accelerometer 1010. The accelerometer 1010 can also be used for collecting game or user motion data.

[0218] The gyro sensor 1011 can detect the orientation and rotation angle of the main body of the computer device 1000, and in cooperation with the accelerometer 1010, the gyro sensor 1011 can collect the user's 3D motion relative to the computer device 1000. Based on the data collected by the gyro sensor 1011, the processor 1001 can implement motion sensing (for example, changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation functions.

[0219] The pressure sensor 1012 may be installed on the side frame of the computer equipment 1000 and / or beneath the touch display screen 1005. When the pressure sensor 1012 is installed on the side frame of the computer equipment 1000, it can detect a user's grip signal to the computer equipment 1000 and perform left / right hand recognition or shortcut operations based on the grip signal. When the pressure sensor 1012 is installed beneath the touch display screen 1005, it can control operable control members in the UI interface based on the user's pressure operation on the touch display screen 1005. The operable control members include at least one of a button control member, a scroll bar control member, an icon control member, and a menu control member.

[0220] The optical sensor 1013 is used to collect ambient light intensity. In one embodiment, the processor 1001 can control the display brightness of the touch display screen 1005 based on the ambient light intensity collected by the optical sensor 1013. Specifically, it increases the display brightness of the touch display screen 1005 when the ambient light intensity is relatively high and decreases it when the ambient light intensity is relatively low. In another embodiment, the processor 1001 can further dynamically adjust the shooting parameters of the camera component 1006 based on the ambient light intensity collected by the optical sensor 1013.

[0221] The proximity sensor 1014, also known as a distance sensor, is typically installed in front of the computer equipment 1000. The proximity sensor 1014 is used to collect the distance between the user and the front of the computer equipment 1000. In one embodiment, when the proximity sensor 1014 detects that the distance between the user and the front of the computer equipment 1000 is gradually decreasing, the processor 1001 controls the touch display screen 1005 to switch from an on state to an off state, and when the proximity sensor 1014 detects that the distance between the user and the front of the computer equipment 1000 is gradually increasing, the processor 1001 controls the touch display screen 1005 to switch from an off state to an on state.

[0222] As those skilled in the art will understand, the structure shown in Figure 30 is not a limitation on computer equipment 1000 and may include more or fewer components than those shown, or may be a combination of some components, or may be arranged using different components.

[0223] In an exemplary embodiment, the embodiment of the present application provides a chip comprising a programmable logic circuit and / or program instructions, which is used to realize a virtual piece sales method provided by the embodiment of the method when the chip is operating in a computer device.

[0224] An embodiment of the present invention provides a computer-readable storage medium in which a computer program is stored, and the computer program is loaded and executed by a processor to realize the virtual piece sales method provided by the embodiment of the present invention.

[0225] Embodiments of the present application provide a computer program product or computer program, which includes computer instructions, which are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and thereby loads and executes the instructions to realize the virtual piece sales method provided by the embodiment of the method.

[0226] The numbering of the embodiments in the present application above is for descriptive purposes only and does not imply any superiority or inferiority among the embodiments.

[0227] As those skilled in the art will understand, the implementation of all or some of the steps of the above embodiment may be completed by hardware, or by a program issuing instructions to the relevant hardware, the program may be stored in a computer-readable storage medium, the computer-readable storage medium referred to above may be read-only memory, a magnetic disk, or an optical disk, etc.

[0228] As will be apparent to those skilled in the art, in one or more of the above examples, the functions described in the embodiments of this application can be implemented in hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes in a computer-readable medium. The computer-readable medium includes a computer storage medium and a communication medium, wherein the communication medium includes any medium that facilitates the transfer of computer programs from one place to another. The storage medium may be any usable medium that can be accessed by a general-purpose or dedicated computer. [Explanation of symbols]

[0229] 100 Computer Systems 120 Terminal 1 140 servers 142 memory 144 processors 160 Second Terminal 200 Display Interfaces 201, 202 display area 300 Display Interfaces 301, 302 display area 400 Display Interfaces 401 Display area 600 Display Interfaces 601~608 Display area 610 Display Interface 620 Display Interface 630 Display Interface 631~624 Display area 640 Display Interface 641 Display area 642 Display area 644 Display area 650 Display Interface 651 Display area 660 Display Interface 661 Display area 670 Display Interface 672 areas 680 Display Interface 681 Display area 682 Display area 690 Display Interface 691 Display area 900 sales equipment 910 Display Module 920 Processing Modules 1000 Computer Equipment 1001 Processor 1002 memory 1003 Peripheral Ports 1004 Radio frequency circuit 1005 Touch Display Screen 1006 Camera 1006 Camera Components 1007 Audio Circuit 1008 Power supply 1009 Sensor 1010 Accelerometer 1011 Gyroscope Sensor 1012 Pressure Sensor 1013 Optical Sensor 1014 Proximity Sensor 1421 Receiver Module 1422 Control Module 1423 Transmitter Module

Claims

1. A method for selling virtual pieces, wherein the method is performed by a computer device, and the method is In the course of a turn-based chess game, the system responds to an operation to purchase a basic-level virtual piece from a virtual shop within the game by displaying the quantity of resources consumed to purchase the basic-level virtual piece, wherein the basic level is determined based on the number of stars and quality of the virtual piece, the quality is an inherent attribute of the virtual piece, the number of stars is a non-inherent attribute of the virtual piece that changes with upgrades, and the quantity of resources consumed corresponds to the quantity of discounted resources. The steps include: individually determining and storing the quantity of discounted resources corresponding to the quantity of resources consumed by the virtual piece at the basic level; Steps include: obtaining an upgraded enhanced-level virtual piece under the conditions for upgrading the base-level virtual piece, wherein the upgrade is a process of combining N identical base-level virtual pieces into a higher-level enhanced-level virtual piece when the player possesses N identical base-level virtual pieces in the game, where N is a positive integer; A step of displaying sales information for a virtual piece of the enhancement level owned in response to a sales operation for the virtual piece of the enhancement level, wherein the sales information is used to indicate the quantity of additional resources successfully sold for the virtual piece of the enhancement level, the quantity of the additional resources is dynamically determined by calculating the difference between a first quantity and a second quantity, the first quantity being the quantity of the corresponding reference resource under the enhancement level of the virtual piece of the enhancement level, and the second quantity being the sum of the quantities of all the discounted resources stored when each of the N virtual pieces that became materials for synthesis was acquired, and the quantity of the additional resources is determined to be 0 when the calculated difference is less than 0. A method for selling virtual pieces, comprising the step of indicating that the sale of the enhanced virtual piece has been successful while the enhanced virtual piece is in a non-playing state.

2. The step of displaying the sales information of the virtual piece is: The step includes displaying the level of the virtual piece and the corresponding quantity of the additional resources at the level of the virtual piece, The method according to claim 1, wherein the level is determined based on at least one attribute of the number of stars and quality of the virtual piece.

3. The step of displaying the level of the virtual piece and the corresponding quantity of the additional resources under the level of the virtual piece is: The step includes displaying the base level of the virtual piece and the corresponding quantity of the additional resource under the base level of the virtual piece, given that the quantity of the discount resource is zero and the level of the virtual piece is the base level. The method according to claim 2, wherein the quantity of the additional resources is the same as the quantity of the corresponding reference resources under the basic level of the virtual piece.

4. The step of displaying the level of the virtual piece and the corresponding quantity of the additional resources under the level of the virtual piece is: The step includes, given that the quantity of the discounted resource is zero and the level of the virtual piece is the enhancement level, displaying the enhancement level of the virtual piece and the corresponding quantity of the additional resource under the enhancement level of the virtual piece. The method according to claim 2, wherein the quantity of the additional resources is an integer multiple of the quantity of the corresponding reference resources under the basic level of the virtual piece.

5. The step of displaying the level of the virtual piece and the corresponding quantity of the additional resources under the level of the virtual piece is: The step includes displaying the base level of the virtual piece and the corresponding quantity of the additional resources under the conditions that the quantity of the discounted resource is greater than zero and the level of the virtual piece is the base level, The method according to claim 2, wherein the quantity of the additional resources is the difference between the quantity of the corresponding reference resources and the quantity of the discounted resources under the basic level of the virtual piece.

6. The step of displaying the level of the virtual piece and the corresponding quantity of the additional resources under the level of the virtual piece is: The step includes, given that the quantity of the discounted resource is greater than zero and the level of the virtual piece is the enhancement level, displaying the enhancement level of the virtual piece and the corresponding quantity of the additional resource under the enhancement level of the virtual piece. The method according to claim 2, wherein the quantity of the additional resources is the difference between a first quantity and a second quantity, the first quantity being the quantity of the corresponding reference resources under the enhancement level of the virtual piece, the second quantity being the quantity of all discounted resources saved by acquiring the virtual piece, and the first quantity being an integer multiple of the quantity of the corresponding reference resources under the base level of the virtual piece.

7. The aforementioned method, A step of displaying an upgrade reward in response to the virtual piece meeting the upgrade conditions, wherein the upgrade reward includes one of other virtual pieces or virtual gold tickets. The process further includes the step of displaying the quantity of the corresponding base resource under the base level of the virtual piece, in the context of selling the other virtual piece or the virtual gift certificate, The method according to claim 1, wherein the quantity of the additional resources corresponding to the other virtual pieces and the quantity of the additional resources corresponding to the virtual gold coins are both the same as the quantity of the base resources corresponding to the virtual pieces under the base level.

8. The step of responding to a sales operation for the virtual piece owned and displaying sales information for the virtual piece is: A step of responding to a tap operation on the sales interface of the owned virtual piece and displaying the sales information of the virtual piece, or The method according to claim 1, comprising the step of displaying the sales information of the virtual piece in response to dragging the owned virtual piece to the sales area.

9. The aforementioned method, A step of determining the quantity of discounted resources corresponding to the quantity of resources consumed by the virtual piece, based on the talent information of the master virtual piece, wherein the talent information relates to the quantity of resources consumed when purchasing the virtual piece. A step of determining the amount of discounted resources corresponding to the amount of resources consumed by the virtual piece, based on the virtual skills used by the master virtual piece during the battle process. or The method according to claim 1, further comprising the step of determining the quantity of discounted resources corresponding to the quantity of resources consumed by the virtual piece, based on the gain type acquired by the master virtual piece after winning a battle, wherein the gain type is an add-on acquired by the master virtual piece after winning the battle.

10. A virtual piece sales device configured to perform the method described in any one of claims 1 to 9.

11. A computer device comprising a processor and memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to realize the method of selling virtual pieces described in any one of claims 1 to 9.

12. A computer program including computer instructions, wherein the processor loads and executes the computer instructions to realize the method of selling virtual pieces according to any one of claims 1 to 9.