Card display method and apparatus, and device, medium and program product
By displaying card prompt labels in the hand area of turn-based chess games, the problem of card prompts not being common between different gameplay is solved, and the rapid understanding of the card scope and efficient execution of card play operations are achieved, which improves human-computer interaction efficiency.
Patent Information
- Application Number
- PCT/CN2025/071274
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-02-08
- Filing Date
- 2025-01-08
- Publication Date
- 2025-08-14
AI Technical Summary
The card prompt schemes for existing card games between different gameplay are not universal, which makes it impossible to effectively apply to turn-based chess games. Players need to switch details to view the interface or learn the range of cards, which increases learning cost and operation time.
Display the card prompt label in the hand area of the turn-based chess game to prompt the card's scope of action category, and automatically execute relevant effects in response to card play operations, simplify preparation operations and reduce user interaction steps.
It improves the transparency of card scope information, reduces learning costs and operation time, improves the accuracy of card play operations and human-computer interaction efficiency, and assists players to make reasonable decisions within a limited time.
Smart Images

Figure CN2025071274_14082025_PF_FP_ABST
Abstract
Description
Card display method, device, equipment, medium and program product
[0001] This application claims priority to Chinese patent application No. 202410179352.1, filed on February 8, 2024, entitled “Card Display Method, Device, Equipment, Medium and Program Product,” the entire contents of which are incorporated herein by reference. Technical Field
[0002] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a card display method, device, equipment, medium, and program product. Background Art
[0003] With the continuous development of game technology, there are now various types of card games.
[0004] In related art, there is a first type of card game. When a player uses a follower card, they summon a follower on the virtual battlefield. The follower appears as an image on the virtual battlefield. If the player selects the follower, the cards in the hand area affected by the follower's buff will display a continuous light effect.
[0005] In related art, there is also a second type of card game. This type of game sets the outer frame of the usable card in the hand area to emit a light effect to remind the player that the current card is in a usable state. This type of game also sets the light effect color of the card outer frame to indicate that the card meets special usage conditions.
[0006] According to the introduction, the card prompt scheme provided above is applicable to respective card games. Different card games have different gameplays. Only the existing card prompt scheme cannot be well applied to other card games. Summary of the Invention
[0007] This application provides a card display method, device, equipment, medium, and program product, and introduces a card prompt solution for turn-based chess games. The technical solution is as follows:
[0008] According to one aspect of an embodiment of the present application, a card display method is provided, the method being executed by a computer device, the method comprising:
[0009] Displaying a game interface for a turn-based chess game, the game interface including a local chessboard area and a hand area. The local chessboard area is used to accommodate local chess pieces, and the hand area is used to display the cards held by the local player object, and the cards are used to execute the battle preparation process of the local chess pieces;
[0010] Displaying a prompt label of all or part of the cards in the hand area, wherein the prompt label is used to indicate the scope of action of the current card in the turn-based chess game;
[0011] In response to a play operation on a first card in the hand area, a first game factor is controlled to perform an operation corresponding to the first card, and an effect of the first card on the first game factor is displayed, wherein the first game factor belongs to the scope of action indicated by the scope of action category of the first card.
[0012] According to another aspect of an embodiment of the present application, a card display device is provided, the device comprising:
[0013] A display module, configured to display a game interface of a turn-based chess game, wherein the game interface includes a chessboard area for the player and a hand area for holding the player's chess pieces. The hand area is configured to display the cards held by the player's player object, and the cards are used to execute the player's chess piece preparation process.
[0014] The display module is further configured to display a prompt label of all or part of the cards in the hand area, wherein the prompt label is configured to indicate the scope of action of the current card in the turn-based chess game;
[0015] a processing module for controlling a first game factor to perform an operation corresponding to the first card in the hand area in response to a play operation on the first card, and displaying an effect of the first card on the first game factor, wherein the first game factor belongs to an action range indicated by an action range category of the first card.
[0016] According to another aspect of an embodiment of the present application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the card display method as described in the various aspects above.
[0017] According to another aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the card display method as described in the various aspects above.
[0018] According to another aspect of an embodiment of the present application, a computer program product (or computer program) is provided, which includes computer instructions, and the computer instructions are stored in a computer-readable storage medium; a processor of a computer device obtains the computer instructions from the computer-readable storage medium, so that the processor executes the computer instructions to implement the card display method as described in the various aspects above.
[0019] The technical solutions provided by the embodiments of the present application may have the following beneficial effects:
[0020] A card prompt solution for turn-based chess and card games is provided. By displaying prompt labels for all or some cards in the hand area of a turn-based chess and card game, the prompt labels can indicate the current card's scope category. This eliminates the need for players to switch to the detailed viewing interface to view the card's scope category, nor does it require them to learn and understand the card's scope category in advance. This improves the transparency of card scope category information and reduces learning costs. The prompt labels can provide players with certain card-playing prompts. Players can quickly select the first card based on the prompt labels and execute the first card's play operation, reducing the time required for playing the card and improving the accuracy of the play operation, thereby enhancing the efficiency of human-computer interaction.
[0021] Hint tags also provide specific play order cues, guiding players to prioritize or avoid playing cards within certain scope categories, aiding them in making decisions about their play order in turn-based chess and card games. Furthermore, hint tags help players, within the limited time available during the preparation phase, expend less time and attention locating the first card that meets their decision-making objectives and quickly executing the play operation. After receiving a card, players can quickly understand its scope category using the hint tag, even without having to carefully read the card. In extreme cases (when a player's hand contains a large number of cards), players can focus more on analyzing the situation and making decisions, reducing the effort required to review and sift through card details. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] FIG1 shows a schematic diagram of a computer system provided by an exemplary embodiment of the present application;
[0023] FIG2 shows a flow chart of a method for interactive play of a turn-based chess game provided by an exemplary embodiment of the present application;
[0024] FIG3 shows a schematic diagram of a game interface provided by an exemplary embodiment of the present application;
[0025] FIG4 shows a card diagram of a chess piece card provided by an exemplary embodiment of the present application;
[0026] FIG5 shows a card schematic diagram of an effect card provided by an exemplary embodiment of the present application;
[0027] FIG6 shows a card diagram of an equipment card provided by an exemplary embodiment of the present application;
[0028] FIG7 shows a card diagram of a chess player card provided by an exemplary embodiment of the present application;
[0029] FIG8 shows a flow chart of a method for interactive play of a turn-based chess game provided by an exemplary embodiment of the present application;
[0030] FIG9 shows a schematic diagram of a game interface provided by an exemplary embodiment of the present application;
[0031] FIG10 shows a schematic diagram of a game interface provided by an exemplary embodiment of the present application;
[0032] FIG11 is a schematic diagram showing a game interface provided by an exemplary embodiment of the present application;
[0033] FIG12 shows a schematic diagram of an upgrade button provided by an exemplary embodiment of the present application;
[0034] FIG13 is a schematic diagram showing a game interface provided by an exemplary embodiment of the present application;
[0035] FIG14 shows a schematic diagram of a game interface provided by an exemplary embodiment of the present application;
[0036] FIG15 shows a schematic diagram of a settlement interface provided by an exemplary embodiment of the present application;
[0037] FIG16 shows a flowchart of a card display method provided by an exemplary embodiment of the present application;
[0038] FIG17 shows a schematic diagram of a card area provided by an exemplary embodiment of the present application;
[0039] FIG18 shows a flowchart of a card display method provided by an exemplary embodiment of the present application;
[0040] FIG19 shows a flowchart of a card display method provided by an exemplary embodiment of the present application;
[0041] FIG20 shows a flowchart of a card display method provided by an exemplary embodiment of the present application;
[0042] FIG21 shows a flowchart of a card display method provided by an exemplary embodiment of the present application;
[0043] FIG22 shows a block diagram of a card display device provided by an exemplary embodiment of the present application;
[0044] FIG23 shows a structural block diagram of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0045] It should be noted that the object information (including but not limited to object device information, object personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the object or fully authorized by all parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.
[0046] Some key terms in this application are briefly introduced as follows:
[0047] Turn-based chess games: refers to chess games in which chess pieces (virtual chess pieces) are arranged in advance before the game, and during the game, the chess pieces can automatically fight according to the pre-arranged layout. Chess pieces are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically release various skills to fight. The game usually adopts a turn-based system. When all the chess pieces of one side are killed (that is, the health value of the virtual characters is reduced to zero), that side is the loser of the current round of the game. In some embodiments, in addition to the chess pieces for the game, the two sides of the game are also provided with a chess player character to represent the current user participating in the game. The chess player character cannot be moved to the game area or the chess piece candidate area as a chess piece. The chess player character is also provided with health points (or blood volume). The health value of the chess player character is reduced accordingly (battle failure) or remains unchanged (battle victory) according to the result of each game. When the health value of the virtual character is reduced to zero, the user corresponding to the chess player character exits the game and the remaining users continue to play. Optional, turn-based chess games include Auto Chess.
[0048] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each of whom occupies an area on the board. Two of the multiple players compete one-on-one. Each round of a game consists of two stages: the preparation phase and the battle phase. In the preparation phase, users purchase chess pieces (heroes) from the store and arrange them on the board. In the battle phase, both teams lock their lineups, and the chess pieces will automatically engage until all of one team's pieces are dead. The player who destroys all of their chess pieces loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).
[0049] Chessboard: refers to the area in the battle interface of a turn-based chess game used to prepare for and conduct battles. The chessboard can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard, and this application does not limit this.
[0050] The traditional Auto Chess board is divided into a battle area and a piece candidate area. The battle area includes several equally sized squares, which are used to place the pieces that will be used in the battle. The piece candidate area includes several candidate pieces, which are used to place candidate pieces. These candidate pieces do not participate in the battle but can be dragged and placed in the battle area during the preparation phase. The board area provided in the embodiments of this application does not include the piece candidate area, but only the battle area.
[0051] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, schematically, n is an integer multiple of 2, and two adjacent rows of chess squares are aligned, or two adjacent rows of chess squares are staggered. In addition, the battle area is divided into two parts according to the rows, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, the users can only place chess pieces in the own battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess square can be any one of square, rectangle, circle, and hexagon. The embodiment of the present application does not limit the shape of the chess square.
[0052] Cards: A common term for a game genre, originating from tabletop games. Unlike chess, where players manipulate chess pieces directly, cards represent game content on cards. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting hero resources into card resources, making it easier for players to understand and categorize card effects, and to carry more diverse information.
[0053] Energy: A game resource. In this application, energy is defined as the resource used by players to play cards. When a card is played, the energy corresponding to the value marked on the card is consumed.
[0054] Equipment: In Auto Chess games, each chess piece can typically wear three pieces of equipment (or other equipment). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and receive equipment dropped by them, which they then pick up and add to their backpacks. Equipment can also be combined individually to create higher-quality equipment.
[0055] Chess player (chess player avatar): refers to a virtual character played by a player. Each chess player has different special abilities that can help players better play the game.
[0056] FIG1 shows a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .
[0057] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 can be a client for a turn-based chess game. When the first terminal 110 runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. This client 111 can be a client for an Auto Chess game. The first terminal 110 is used by a first user 112. During the preparation phase of a game, the first user 112 uses the first terminal 110 to place chess pieces in the battle area of the chessboard. During the battle phase, the first terminal 110 or the server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.
[0058] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a client for a turn-based chess game. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client 131 can be a client for an Auto Chess game. The second terminal 130 is used by a second user 132. During the preparation phase of a game, the second user 132 uses the second terminal 130 to place chess pieces in the battle area of the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.
[0059] Optionally, the chess pieces placed by the first user 112 via the first terminal 110 and by the second user 132 via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user 112 and the second user 132 are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user 112 via the first terminal 110 and by the second user 132 via the second terminal 130 are located on different chessboards, i.e., the first user 112 and the second user 132 are on different chessboards in the same game. It should be noted that, in an optional embodiment, a game of a turn-based chess game is jointly participated in by six user accounts, and the six user accounts are matched up in pairs in each round, and the two matched user accounts play against each other on the same chessboard during that round.
[0060] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be the same or different device types, and the device type includes at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiment uses the example of the first terminal 110 and the second terminal 130 being smartphones.
[0061] Those skilled in the art will appreciate that the number of the first terminal 110 and the second terminal 130 can be greater or lesser. For example, there can be only one first terminal 110 and one second terminal 130 (i.e., a user plays against an AI), or there can be six, eight, or more first terminals 110 and second terminals 130. The embodiments of the present application do not limit the number or device type of the first terminal 110 and the second terminal 130.
[0062] FIG1 shows only two terminals, but in different embodiments, one or more other terminals 140 may be connected to server 120. Optionally, one or more other terminals 140 may be terminals corresponding to developers. A development and editing platform for a client supporting a virtual environment is installed on these other terminals 140. Developers can edit and update the client on these other terminals 140 and transmit the updated client installation package to server 120 via a wired or wireless network. First terminal 110 and second terminal 130 can download the client installation package from server 120, respectively, to update client 111 and client 131. First terminal 110, second terminal 130, and other terminals 140 are connected to server 120 via a wireless or wired network.
[0063] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for clients that support a three-dimensional virtual environment. The client includes a client for a turn-based chess game, and can be a client for an auto chess game. Optionally, the server 120 performs the primary computing tasks, and the first terminal 110, the second terminal 130, and the other terminals 140 perform the secondary computing tasks; alternatively, the server 120 performs the secondary computing tasks, and the first terminal 110, the second terminal 130, and the other terminals 140 perform the primary computing tasks; alternatively, a distributed computing architecture is used between the server 120 and the first terminal 110, the second terminal 130, and the other terminals 140 for collaborative computing.
[0064] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store user account data used by the first terminal 110, the second terminal 130, and the other terminals 140, such as the user account's avatar, nickname, combat power index, and the service area where the user account is located. The battle service module 124 is configured to provide multiple battle rooms for users to engage in battles. The user-facing I / O interface 125 is configured to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network.
[0065] The embodiment of the present application provides a turn-based chess game (auto chess) based on card operation. The various complicated operations involved in traditional auto chess, such as store purchases, store upgrades, chess piece preparations, chess piece deployments, chess piece upgrades, and chess piece equipment additions, are all simplified in the card playing process. On the one hand, the card-based playing process is relatively simple and suitable for use on small-screen terminals such as mobile phones and tablets; on the other hand, the three-dimensional model of the virtual chess piece can only carry limited text information, while the card face can carry more "labels", "values", "attributes", "entry effects" and other information, thereby improving the utilization efficiency of the display area where the card is located. On the basis of this turn-based chess game based on card operation, the embodiment of the present application also provides a card prompt solution for turn-based chess games.
[0066] Next, the turn-based chess game based on card operation provided in the embodiment of the present application is described:
[0067] FIG2 shows a flow chart of a method for interactive game play in a turn-based chess game provided by an exemplary embodiment of the present application. The computer device includes a terminal. This embodiment illustrates the method as being executed by the terminal, which runs a client supporting turn-based chess games. The method includes:
[0068] Step 220: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area, wherein the hand area displays at least one card;
[0069] The game interface is where two player objects play against each other in a turn-based chess game. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player.
[0070] With reference to FIG3 , the game interface includes a chessboard area 10 and a hand area 11 .
[0071] The chessboard area 10 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array. These chess squares 12 are always displayed or displayed only at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates a three-dimensional chessboard viewed from above. The three-dimensional chessboard in this embodiment refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.
[0072] The hand area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.
[0073] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, and the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. When the upper limit is exceeded, the excess cards are discarded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.
[0074] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.
[0075] Step 240: In the preparation phase, in response to the play operation of at least one card, perform preparation operations related to the own side;
[0076] The playing operation refers to the operation of playing one or more cards held. Schematically, the playing operation is the operation of dragging a selected card toward the board area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing cards can also be provided, whereby the player object plays cards on behalf of the player in certain rounds, such as the client intelligently recommending playing cards for novice players in the first few rounds.
[0077] At least one local chess piece is a virtual chess piece that has participated in at least one round (including the current round). If the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece, displayed as a two-dimensional icon or two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece, displayed as a three-dimensional model or three-dimensional image. In the initial state, there may be zero local chess pieces on the chessboard area, and the local player object can add, delete, or supplement the chessboard area. Local chess pieces that did not die in the previous round are automatically carried over to the next round.
[0078] The display state of the selected card is different from the display state of the unselected card. Optionally, the selected card has a highlighting effect, which includes: a bold border, a highlighted border, a dynamic border, and the placement position in the card queue is moved a preset distance toward the board area.
[0079] Preparation operations include at least one of: increasing one's own chess pieces, reducing one's own chess pieces, upgrading one's own chess pieces, adding equipment to one's own chess pieces, reducing equipment to one's own chess pieces, and increasing the buff effect of one's own chess pieces.
[0080] Since different card types have different effects, a preparation operation is performed on at least one of the own chess pieces in the chessboard area based on the card type of the selected card.
[0081] During the preparation phase, the player object will prepare at least one of its own chess pieces in the chessboard area, and the enemy player object will prepare at least one enemy chess piece in the chessboard area.
[0082] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.
[0083] The automatic battle process between the own chess pieces and the enemy chess pieces in the chessboard area does not require manual control by the own player object. The client or server automatically controls the battle between the chess pieces of both sides based on at least one factor of the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, and joint enhancement attributes between chess pieces, until all the chess pieces of one side are killed.
[0084] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.
[0085] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.
[0086] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0087] Classification of card types:
[0088] In some embodiments, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a chess player card.
[0089] Chess Cards:
[0090] A chess piece card is used to summon or upgrade one's own chess pieces within the chessboard. Figure 4 shows a schematic diagram of a chess piece card. The chess piece card displays at least one of the following information: a piece image 21, a piece name 22, the energy cost of playing the card 23, the piece type or faction 24, the level the piece increases after playing the card 25, and a description of the piece's additional effects 26.
[0091] The chess piece image 21 can be at least one of a head portrait, an icon, a bust, a full-length portrait, and a display animation of a virtual chess piece. FIG4 illustrates an example in which the chess piece image 21 is a bust of a virtual chess piece.
[0092] The chess piece name 22 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.
[0093] The energy value 23 refers to the energy required to play this chess piece. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities requires different amounts of energy. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively.
[0094] Piece Type 24 is a categorization attribute that identifies the role a piece plays during combat. In one example, different pieces can be classified as at least one of the following: Tank, Warrior, Assassin, Mage, Shooter, or Support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual worldview. In one example, different pieces can be classified into at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the same Great Wall Guards in the virtual worldview both belong to the Great Wall Faction. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as different categorization attributes as an example.
[0095] The level 25 that a piece is upgraded to after a card is played refers to the level that is increased after the card is played, if a piece with the same name (i.e., the same piece) already exists on the board. For example, if level 25 is 3 and the piece with the same name was originally at level 2, then after playing this card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the same piece to different levels after being played. For example, five different quality cards can upgrade the same piece to levels 1, 2, 3, 4, and 5, respectively.
[0096] The additional effect description 26 of a chess piece is a description of the additional effect of the chess piece. This additional effect can be triggered upon playing, or it can be activated when a trigger condition is met during the game. For example, chess piece 1 has an exclusive skill: when chess piece 1 is on the board, whenever another chess piece on the board is sold, it will randomly select a chess piece on the board with the "tank" type and increase the chess level of the randomly selected chess piece by a first value, which is half the level of the sold chess piece.
[0097] Effect Cards:
[0098] Effect cards are used to apply an effect to at least one gameplay factor within a game. This factor can include pieces, skills, equipment, amplification effects, levels, combat progress, and the process of obtaining cards in hand. Figure 5 shows a schematic diagram of an effect card. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, the energy cost of playing the card 33, and a description of the effect card's effect 34.
[0099] The effect icon 31 may be an icon used to represent the buff effect of the effect card. FIG5 illustrates an icon with a hexagonal outer frame. The effect name 32 is the name of the effect card or the name of the buff effect.
[0100] The energy value 33 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.
[0101] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:
[0102] 1. Enhance the probability and / or quantity of your players obtaining chess cards; 2. Enhance the probability or quantity of your players obtaining chess cards with the same name associated with the chess pieces on the field; 3. Reduce the energy required for your players to obtain chess cards; 4. Increase the quantity of chess cards exchanged by your players; 5. Reduce the energy required for your players to exchange chess cards; 6. Improve the chess level of at least one chess piece on the field; 7. Add equipment to at least one chess piece on the field; 8. Improve the equipment level of at least one chess piece on the field; 9. Reduce the energy consumption when playing / changing cards; 10. Increase the probability of obtaining certain cards; 11. Increase the quantity of certain cards obtained; 12. Increase the chance of exchanging cards, and so on. I will not go into details one by one.
[0103] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.
[0104] In some embodiments, effect cards can be categorized as at least one of general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type / faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and scope of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, only pieces of a specific piece type can acquire, use, or benefit from a card's effects. Faction effect cards are effect cards whose attributes are related to a faction. For example, only pieces of a specific faction can acquire, use, or benefit from a card's effects. For example, a piece-type effect card has a certain chance of being acquired only when a piece card of that piece type is played.
[0105] Equipment Cards:
[0106] An equipment card is used to equip at least one of your own chess pieces. Figure 6 shows a schematic diagram of an equipment card provided by an exemplary embodiment of the present application. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, the energy consumed when the card is played 43, and an equipment description 44.
[0107] Equipment icon 41 can be an icon representing the image or effect of an equipment. Figure 6 illustrates this with an icon in a circular frame. Equipment name 42 is the name of the equipment card or equipment. Different equipment can enhance the combat capabilities of your own pieces, or weaken the combat capabilities of enemy pieces, in terms of health, armor, defense, mana, and other dimensions.
[0108] Energy value 43 refers to the amount of energy required to play this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may require different amounts of energy to play. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy costs of different cards may be adjusted periodically or irregularly based on game balance.
[0109] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.
[0110] Chess player cards:
[0111] Player cards are cards acquired through the player skills of a player avatar. Player cards can be acquired through a passive skill of a player avatar, cards that only a certain player avatar can acquire, cards that only a certain player avatar can use, cards that are exclusive to a certain player avatar, and so on, and this embodiment of the application does not limit this.
[0112] FIG7 shows a schematic diagram of a chess player card provided by an exemplary embodiment of the present application. The chess player card displays at least one of the following information: a card icon 51, a chess player card name 52, an energy value 53 consumed when the card is played, and a description of the equipment 54 of the chess player card.
[0113] The card icon 51 may be an icon used to represent a card effect. An icon with a hexagonal outer frame is used as an example in Figure 7. The player card name 52 is the name of the player card or the name of the effect.
[0114] The energy value 53 refers to the energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.
[0115] The effect description 54 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same as or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect range of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, or affect the acquisition process of the hand cards in any form. The effect of the player card can be designed to affect any process or detail in the game, and the embodiments of the present application are not limited to this.
[0116] Based on the introduction of the above four types of cards:
[0117] On the one hand, different types of cards have different functions. Piece cards can eliminate the shop in traditional Auto Chess based on the gameplay characteristics of the cards. Effect cards can eliminate the effect buttons or controls in traditional Auto Chess. Equipment cards can eliminate the jungle phase in traditional Auto Chess. Player cards can incorporate the gameplay characteristics of each player. By simplifying the different mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle screen, simplify the operation of the player object, and improve the efficiency of human-computer interaction for the player object.
[0118] On the other hand, compared with three-dimensional chess pieces, two-dimensional cards cannot carry text information well because the text information that three-dimensional chess pieces can carry is limited. The card characteristics of two-dimensional cards can naturally carry more text information and icon information. Therefore, compared with the three-dimensional chess pieces in traditional preparation stages, two-dimensional cards can increase the amount of information carried within the limited display range of small-screen terminals and improve information transmission efficiency.
[0119] It should be noted that the above-mentioned cards can not only be played in the preparation phase, but some cards can also be played in the battle phase, such as certain equipment cards, effect cards that immediately draw 2 more cards, etc.
[0120] How to obtain cards:
[0121] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:
[0122] Obtaining Cards: 1. Start a new round of turn-based battle. Each time a new round of turn-based battle starts, you will receive a certain number of cards. For example, the first round of turn-based battle will draw 4 cards, and subsequent rounds will draw 2 cards. Obtaining Cards: 2. Use a preset piece card. Preset piece cards are pieces with additional abilities, such as drawing, adding, or copying cards. For example, a piece card with the same name as a currently playing piece will receive an additional effect card when played. Obtaining Cards: 3. Use a preset effect card. Preset effect cards are effect cards with abilities such as drawing, adding, or copying cards. Obtaining Cards: 4. Use a preset player card. Preset player cards are effect cards with abilities such as drawing, adding, or copying cards. Obtaining Cards: 5. Expend resources owned by your side in exchange, such as expending energy to draw or exchange. Obtaining Cards: 6. Upgrade your player avatar's player level. Upgrading your player level unlocks higher-quality cards or a larger number of cards. Obtaining Condition 7: Card pool level upgrade; after the card pool level upgrades, higher quality or more cards can be unlocked. Obtaining Condition 8: Purchase a card. Obtaining Condition 9: Preset Player Skills are triggered. Preset Player Skills are passive skills that have effects such as drawing, adding, or duplicating cards. For example, you can draw a player card every two turns or draw a player card every three cards played.
[0123] It should be noted that the above acquisition conditions can be combined. For example, some cards can only be obtained by using the preset player cards after reaching the player level 2. It should also be noted that the acquisition conditions for different types of cards can be completely different, completely the same, or some conditions can be the same and some different.
[0124] FIG8 shows a flow chart of a method for interactive game play in a turn-based chess game provided by an exemplary embodiment of the present application. The computer device includes a terminal, and this embodiment is illustrated by an example in which the method is executed by the terminal. The method includes:
[0125] Player selection phase:
[0126] Step 320: Selecting a virtual chess player character of one's own side, where the virtual chess player character is used to represent a virtual character controlling at least one chess piece of one's own side;
[0127] Before each game begins, the player character selects their desired player avatar. Different player avatars have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors.
[0128] In some embodiments, different player skills have their own passive triggering mechanisms that allow the player character to obtain cards with special effects. For example, a player's skill effect is: every time three chess cards are played, the player obtains a Treasure Player card. The effect of this Treasure Player card is: consume 1 energy point and increase the level of a designated player on the board by 2.
[0129] As shown in Figure 9, before starting a game, a player selection interface is displayed. This interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 61 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted, standing up, enlarged, and centered in the foreground. The virtual players selected by the other player objects are displayed in a normal sitting position, at normal size, and positioned to the sides.
[0130] On the player selection interface, several candidate player virtual characters 62 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 63.
[0131] A player skill button 64 is also displayed on the player selection interface. In response to the player skill button 64 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.
[0132] Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects the player avatar, they can click the "Confirm" button 65 to enter the ready state.
[0133] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.
[0134] Preparation phase for each round:
[0135] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area;
[0136] With reference to Figure 10 , the board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The hand area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the hand area 11 is zero.
[0137] Optionally, attribute information for the n player objects participating in the current game is displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. Player skill buttons 64 are displayed in the lower left corner of the game interface. A card swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The card swap button 14 is used to replace one or more cards in the hand area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.
[0138] Optionally, an energy control 16 is displayed in the upper right corner of the game interface. This control displays the energy value of the player object. Energy is a game resource that may be consumed at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.
[0139] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own chess piece;
[0140] Card types include: chess piece cards, equipment cards, effect cards, and player cards. Players can perform different functions of battle preparation operations by playing different chess piece cards. This step includes at least one of the following steps:
[0141] Step 362: In response to the play operation on the chess piece card, executing a battle preparation operation related to at least one own chess piece in the chessboard area;
[0142] Step 364: In response to the play operation of the equipment card, equip all or part of the at least one chess piece with virtual equipment;
[0143] Step 366: In response to the play operation on the effect card, executing a preparation operation to add an effect to at least one factor in the game;
[0144] Step 368: In response to the play operation on the player's card, perform a preparation operation related to at least one factor in the game.
[0145] Since the battle situation in each round of turn-based battle is different, each player object has different cards in hand, and each player object has different card-playing habits, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.
[0146] Regarding step 362 (chess card):
[0147] In some embodiments, the cards in the hand area include a first chess piece card. In response to a play operation on the first chess piece card, a first local chess piece is added to the board area. The first local chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first local chess piece is a chess piece that has not been summoned to the board area.
[0148] That is, when the first own chess piece does not exist in the chessboard area, in response to the play operation on the first chess piece card, the first own chess piece is added to the chessboard area.
[0149] In response to a play operation on a first chess piece card, at least two candidate chess squares are displayed in the chessboard area, and a first indicator element corresponding to the first chess piece card is displayed, the first indicator element including at least one of a reduced first chess piece card, a first own chess piece, and a first indicator arrow; in response to a drag operation of dragging the first indicator element to the first candidate chess square, the first own chess piece is added to the first candidate chess square; wherein the first candidate chess square is one of the at least two candidate chess squares.
[0150] The at least two candidate squares may be all candidate squares or only candidate squares belonging to the player's side. The at least two candidate squares may be always displayed or only displayed when a card-playing operation is recognized.
[0151] Taking the example of the fourth card in Figure 10 as the first chess piece, and referring to Figure 11 , in response to a drag operation on the first chess piece, a first own chess piece 17 and a first indicator arrow 18 are displayed. First own chess piece 17 is a three-dimensional piece that slides in accordance with the real-time position of the drag operation. First indicator arrow 18 starts at the position of the first chess piece before it is played and ends at the real-time position of the drag operation. If the drag operation is released at the first candidate square, first own chess piece 17 is summoned to the first candidate square.
[0152] Based on Figure 11, it can be seen that this interaction method cancels the chess piece preparation area, and the hand card area takes into account both the chess piece acquisition and preparation functions, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.
[0153] In some embodiments, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already exists in the chessboard area, the chess piece level of the second local chess piece is upgraded in the chessboard area, where the second local chess piece is the chess piece corresponding to the second chess piece card.
[0154] Among them, the card-playing operation of the second chess piece card can also be a drag operation, but since there is already a second chess piece in the chessboard area, the release position of the drag operation can be completed at any position in the chessboard area, and it can take effect without the player object being accurately dragged to the second chess piece.
[0155] Regarding step 364 (equip the card):
[0156] In some embodiments, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow.
[0157] In response to a dragging operation of dragging the second indicator element to the second own chess piece, dressing the second own chess piece with virtual equipment;
[0158] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.
[0159] Regarding step 366 (effect card):
[0160] In some embodiments, the cards in the hand area include effect cards. In response to a play operation on the effect card, an effect is added to at least one of the own chess pieces, and / or an effect is added to the card acquisition process.
[0161] According to the objects of action, effect cards are divided into two categories:
[0162] Type 1: Adds effects to your own chess pieces within the board area; Type 2: Adds effects to the card acquisition process.
[0163] In response to playing a Type 1 effect card, an effect is added to at least one of your own chess pieces, such as a buff specific to the chess piece type, or a combined buff when at least two chess pieces from the same faction are on the field. In response to playing a Type 2 effect card, an effect is added to the card acquisition process, such as drawing two identical chess pieces consecutively.
[0164] Regarding step 368 (player card):
[0165] In response to the play operation on the player's card, at least one of the following preparation operations is performed:
[0166] Increasing your own chess pieces, reducing your own chess pieces, upgrading your own chess pieces, adding effects to your own chess pieces, equipping your own chess pieces with props, operations related to card acquisition, operations related to card sales, operations related to card exchanges, operations related to subsequent rounds, and operations related to the health value of your own player objects.
[0167] In other words, the function of a player card is relatively special. It can be any of the functions of a chess piece card, an equipment card, or an effect card. It can also be a function related to the card acquisition process, or a function related to the player's health. In different design implementations, any function that can affect a certain factor in the game may be designed as a function of a player card, and this embodiment of the application does not limit this.
[0168] During the preparation phase, the player object on this side can also use at least one of the card exchange function, card deletion function, and player level upgrade function.
[0169] Swap: During the preparation phase, your player can swap one or more cards from their hand. Clicking the Swap button allows you to swap one or more cards. Swapping cards consumes energy. For example, you can only swap once per round, but you can swap multiple cards at once. Each card you swap costs 1 energy.
[0170] Card Deletion: During the card play process, drag a card to a designated location to delete or sell it. The resources consumed by the deleted card cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, each deleted card will gain 1 energy point.
[0171] Player Level Upgrade Function: The player object acquires a certain amount of energy in each round. Unused energy in this round can be accumulated into the next round, and energy can be used to upgrade the player level. The higher the player level, the higher the quality of the cards that can be drawn in each round, and new abilities such as talents and purchasable equipment will also be unlocked. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player level is upgraded, the quality indicator corresponding to the current player level will light up to indicate the quality of the cards that can be acquired at the current player level. The quality indicator can be, for example, a small rounded rectangle as shown in Figure 12, or other shapes or forms. For example, when the player object is at player level 1 / 2 / 3 / 4 / 5, cards of quality 1 / 2 / 3 / 4 / 5 will be unlocked respectively.
[0172] The battle phase of each round:
[0173] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;
[0174] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.
[0175] Figure 13 shows a schematic diagram of an automatic battle between a player's chess piece 17 and an enemy chess piece 19 in a melee battle on the chessboard. The movement, skill release, and other functions of the two chess pieces during the battle do not require manual control by the player.
[0176] Battle settlement phase:
[0177] Step 390: Calculate the life value of the virtual character of the chess player on your side, and start the next round of turn-based battle or end the current game based on the life value.
[0178] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.
[0179] When the health value is deducted to zero, the player is eliminated from the current game. If the health value has not been deducted to zero, the next round of turn-based battle will begin in the current game, and the player will continue to fight with one of the n player objects until they are eliminated, or they will be the last player standing to win the current game.
[0180] In some embodiments, damage calculations are based on the number of chess pieces remaining on the winning side. Figure 14 shows an animation effect showing the health of the losing side's chess piece 19 remaining, and the health of the player's chess piece avatar 61. A health bar can be displayed above the head of the chess piece avatar 61.
[0181] 15 , the settlement interface displays the settlement information of the current game, including player rankings, players used by each player, lineups, and piece types.
[0182] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.
[0183] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0184] The method provided in this embodiment can eliminate the store in traditional Auto Chess based on the playing characteristics of the cards through chess piece cards. The tedious process that requires users to purchase the chess pieces they want from dozens of available chess pieces in the store is replaced by a process in which the game system automatically distributes several cards to the player, eliminating the need for users to manually select cards. This reduces the number of interactive operations required for users to obtain chess pieces and the amount of information that users need to process.
[0185] The method provided in this embodiment can eliminate effect buttons or controls in traditional Auto Chess through effect cards, eliminate the jungle phase in traditional Auto Chess through equipment cards, and incorporate the gameplay characteristics of each player through player cards. By simplifying the various mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle interface, reducing the time users spend actively searching for relevant function entries, simplifying the operation difficulty of the player object, and improving the efficiency of human-computer interaction for the player object.
[0186] Next, the card prompt solution for turn-based chess games provided in the embodiment of the present application is described:
[0187] FIG16 shows a flowchart of a card display method provided by an exemplary embodiment of the present application. The computer device includes a terminal, and the method is illustrated as being executed by the terminal. The terminal runs a program client that supports turn-based chess games. The method includes:
[0188] Step 1620: Displaying a game interface of a turn-based chess game. The game interface includes a chessboard area and a hand area. The chessboard area is used to hold chess pieces, and the hand area is used to display cards held by the player object. The cards are used to execute the battle preparation process of the chess pieces.
[0189] The game interface is the interface in a turn-based chess game where two player objects engage in turn-based battles. Specifically, in this application, the game interface is the interface during the preparation phase. The player object can be understood as at least one of the concepts of user, account, player, chess player, or chess player avatar.
[0190] The local player object can be understood as at least one of the concepts of the local player, the local player account, the local chess player, and the local chess player's virtual character.
[0191] The own chessboard area is used to place at least one own chess piece. Optionally, during the preparation phase of a turn-based chess game, the game interface displays the own chessboard area and the hand area. During the battle phase, the game interface displays the complete chessboard area, which is formed by combining the own chessboard area and the enemy chessboard area. Within the complete chessboard area, the areas occupied by the own chessboard area and the enemy chessboard area can be the same or different, without limitation.
[0192] Optionally, the chess pieces of the own side are presented in the chessboard area of the own side in the form of virtual character models. The virtual character models can be real-life image models, cartoon image models, game image models, etc.
[0193] The local chessboard area includes at least two squares, typically implemented as n (rows) x m (columns). For example, n is an integer multiple of 2, and adjacent rows of squares are aligned or staggered. Each local chess piece occupies one square. The square shape can be any of squares, rectangular, circular, or hexagonal, and is not limited in this embodiment.
[0194] The hand area displays the cards held by the player object. Cards in the hand area carry battle preparation resources, which include chess piece resources, equipment resources, and spell resources (including the resources held by effect cards and player cards mentioned above). The battle preparation process is the process by which the player object uses battle preparation resources. During the battle preparation process, the player object can play any of the following cards: chess piece cards, equipment cards, effect cards, or player cards. During the battle preparation process, the player object can play cards in any order permitted by the rules, executing the effects of the battle preparation resources.
[0195] Step 1640: Displaying a prompt label of all or part of the cards in the hand area, wherein the prompt label is used to indicate the scope of effect of the current card in the turn-based chess game;
[0196] The scope of action category refers to the category of the scope of action of the effect produced by the card. The scope of action refers to the visual range displayed in the terminal interface, which includes the interface displayed on the terminal of the own player object and may also include the interface displayed on the terminal of the enemy player object. Optionally, the scope of action includes the hand area and the board area, that is, the scope of action categories include action on the hand area and action on the board area. Optionally, further, the scope of action includes the hand area, the own board area and the enemy board area (the board areas of all player objects except the own player object), that is, the scope of action categories include action on the hand area, action on the own board area and action on the enemy board area.
[0197] The prompt label is presented in at least one of the following forms: icon, text, emoticon, border, special symbol, and dynamic effect. The prompt label will inform the player object of the scope and category of the current card in the turn-based chess game.
[0198] The scope category can be set by the player object in the game settings interface. Specifically, a prompt label is used to indicate the scope category set by the player object. For example, the player object can set the scope categories as: effect on hand area, effect on own board area, and effect on enemy board area. Accordingly, the hand area will display at least one of the following prompt labels: card effect effect on hand area, card effect effect on own board area, and card effect effect on enemy hand area. Alternatively, the player object can be adjusted to display prompt labels for all scope categories, or to not display any prompt labels for any scope category.
[0199] In one embodiment, the player object can set a hint tag for the usable cards in the hand area. A usable card is a card whose use requires a smaller resource (i.e., energy points) than the player object possesses. Alternatively, the player object can set a hint tag for all cards in the hand area. In this embodiment, the hint tag can be displayed on the usable cards or on all cards, depending on actual technical needs, providing a variety of display methods and high flexibility.
[0200] In one embodiment, the hint label is presented as a hint icon. Optionally, the hint icon occupies an area smaller than the area occupied by the card. The hint icon can be located anywhere on the card or at an anchor point. Hint labels for all or part of the card presented as a hint icon are displayed in the hand area, with the hint icon located at the anchor point of the current card. The anchor point is a pre-designated location on the card where the hint icon will be presented.
[0201] The anchor point is located at any one of the top edge of the card frame, the side edge of the card frame, the bottom edge of the card frame, and the top corner of the card. Optionally, the anchor point can be located at any position on the top edge of the card frame, the midpoint, a position to the left of the midpoint, or a position to the right of the midpoint. The side edge of the card frame includes the left edge of the card frame or the right edge of the card frame. The anchor point can be located at any position on the left edge of the card frame, the midpoint, a position below the midpoint, or a position above the midpoint. Alternatively, the anchor point can be located at any position on the right edge of the card frame, the midpoint, a position below the midpoint, or a position above the midpoint. The anchor point can be located at any position on the bottom edge of the card frame, the midpoint, a position to the left of the midpoint, or a position to the right of the midpoint. The top corner of the card includes the top left corner, the top right corner, the bottom left corner, or the bottom right corner of the card. The anchor point can be located at the upper left corner of the card, the upper right corner of the card, the lower left corner of the card, or the lower right corner of the card.
[0202] In some embodiments, the prompt icons are associated with patterns, with different prompt icons corresponding to different patterns, each with different content. The pattern content can be associated with the scope category. For example, the pattern content and scope category have a one-to-one correspondence. Alternatively, the patterns of the prompt icons for all or some cards are displayed in the hand area, with the pattern content associated with the scope category of the current card.
[0203] Taking the example of a hint label presented as a hint icon, the hint icon located on the top edge of the card border, and the hint icon's pattern associated with the current card's scope category, Figure 17 illustrates the case where the hint icon is located on the top edge of the card border. For cards that affect the hand area, the hint icon's pattern is "two cards" 1701, indicating that the current card affects the hand area. Figure 17 also shows that for cards that affect the own board area, the hint icon's pattern is "small trapezoid" 1702, indicating that the current card affects the own board area.
[0204] Four types of cards (piece cards, equipment cards, effect cards, and player cards) have been introduced above. In one embodiment, some or all of the four types of cards can be reclassified according to the scope of the cards to obtain first category cards and second category cards.
[0205] The first category of cards includes cards whose effects act on the hand area;
[0206] The card effects of the first category of cards include any one of the first to fourth card effects.
[0207] The first card effect includes: adding a specified number of cards to the hand area. For example, drawing two cards from the deck, discarding an existing card, and obtaining two random cards.
[0208] The second card effect includes reducing the resource consumption of the remaining cards in the hand area after the current card is used. For example, it reduces the resource consumption of a random card in the hand area when it is used, or reduces the resource consumption of all cards in the hand area when they are used.
[0209] The third card effect includes replacing at least one card remaining in the hand after the current card is played. For example, a new card may be drawn from the deck to replace any card in the hand. Another example is selecting any card from the hand and swapping it with a card held by the enemy player.
[0210] The fourth card effect includes: copying at least one card from the remaining cards in the hand area after the current card is used. For example, copying any card in the hand area.
[0211] The second category of cards includes cards whose effects affect your own board area.
[0212] The card effect of the second category card is the fifth card effect or the sixth card effect;
[0213] The fifth card's effect includes increasing the maximum number of pieces that can be placed on the board. For example, before using the current card, the board can hold up to 6 pieces. After using the current card, the board can hold up to 7 pieces. The player can then place new pieces on the board, meaning the current card increases the number of units on the board.
[0214] The sixth card effect includes: improving the attributes of the pieces in the own chess area, including at least one of attack power, defense power, piece level, and the number of times a skill can be used. For example, after playing the current card, the attack power of all the allied pieces in the own chess area is increased by 100. For example, after playing the current card, the level of a random allied piece in the own chess area is increased by 2.
[0215] In one embodiment, the flashing state of the prompt labels of all or some cards is displayed. This flashing state indicates that the preparation phase of the current round is about to end. The flashing state includes flashing at a certain frequency with at least one of different sizes, colors, brightness, and transparency. The near-end state indicates that the preparation phase of the current round will end within a preset duration. The preset duration can be set according to actual technical needs and can be set by the system or by the player object.
[0216] In one example, the preset duration can be set to 3 seconds. For example, during the last 3 seconds of the preparation phase of the current round, the prompt labels for the first and second category cards are both flashing. This embodiment can visually indicate that the preparation phase of the current round is nearing its end, facilitating the player to promptly execute the next action and improving the efficiency of human-computer interaction.
[0217] In one embodiment, the brightness of the prompt labels of all or some cards is displayed; the brightness change process is a process of brightness changing from low to high, and the brightness change process represents the countdown progress of the preparation phase of the current round. The lower the brightness, the longer the remaining countdown time, and the higher the brightness, the shorter the remaining countdown time. The process of brightness changing from low to high indicates that the remaining countdown time is getting shorter and shorter.
[0218] Optionally, the flashing state of the prompt labels showing all or part of the cards, and the brightness change process of the prompt labels showing all or part of the cards, can be used separately or in combination. Taking the combination of the two as an example, for example, during the preparation phase of the current round, the brightness of the prompt labels showing the first category of cards and the second category of cards changes from medium brightness to high brightness, until the last 3 seconds of the preparation phase, when the prompt labels flash. This embodiment can timely indicate the countdown progress of the preparation phase of the current round in a visual manner, which is conducive to the player object to execute the next operation in a timely manner and improve the efficiency of human-computer interaction.
[0219] Step 1660: In response to the play operation of the first card in the opponent's card area, control the first game factor to perform the operation corresponding to the first card, display the effect of the first card on the first game factor, and the first game factor belongs to the scope of action indicated by the scope of action category of the first card.
[0220] The first card is any card in the player's hand, or a card selected by the player, or a card recommended by the client. The first card will apply the effect to the first game factor.
[0221] Game factors refer to factors in a game that can influence the outcome. They include both abstract and tangible factors. Abstract factors are intangible game factors, such as processes and effects. Tangible factors are tangible game factors, such as chess pieces and equipment. For example, game factors include chess pieces, skills, equipment, amplification effects, levels, combat processes, and the process of obtaining cards.
[0222] Cards act on game elements. When these elements execute the corresponding card actions, the player object's game gains a beneficial effect. Specifically, by controlling the game elements to execute the corresponding card actions, the cards apply the corresponding effects to the game elements. For example, if a card's effect is "increase card count," the game element it affects is "hand card acquisition," and "hand card acquisition" belongs to the hand area. For example, if a card's effect is "increase the combat power of your chess pieces," the game element it affects is "chess pieces," and "chess pieces" belong to the board area.
[0223] In this embodiment, the first card corresponds to the first game factor, and the first game factor falls within the scope indicated by the first card's scope category. For example, let's say the first card has a first card effect: adding a specified number of cards to the hand area. In this case, the first game factor is "number of cards," and the first card's scope is "hand area."
[0224] Specifically, in response to a play operation on a first card in the opponent's card area, the first game element is controlled to perform an operation corresponding to the first card, and the effect of the first card on the first game element is displayed. Optionally, the operation corresponding to the first card is related to a card effect of the first card.
[0225] When the first card is a first type card, the operation corresponding to the first card is related to any one of a first card effect, a second card effect, a third card effect, and a fourth card effect.
[0226] The first card effect includes adding a specified number of cards to the hand area, where the operation corresponding to the first card is a card quantity increase operation. In response to a play operation on the first card in the hand area, the first game element is controlled to execute the card quantity increase operation corresponding to the first card, thereby indicating that the specified number of cards have been added to the hand area.
[0227] The second card effect includes reducing the amount of resources consumed when the remaining cards in the hand area are played after the current card is played. In this case, the operation corresponding to the first card is a resource consumption reduction operation. In response to the play operation of the first card in the hand area, the first game element is controlled to execute the resource consumption reduction operation corresponding to the first card, thereby indicating that the resource consumption when the remaining cards in the hand area are played is reduced.
[0228] The third card effect includes replacing at least one card remaining in the hand area after the current card is played, wherein the operation corresponding to the first card is a card replacement operation. In response to the play operation of the first card in the opponent area, the first game element is controlled to perform the card replacement operation corresponding to the first card to display the replacement of the at least one card remaining in the hand area.
[0229] The fourth card effect includes copying at least one card remaining in the hand area after the current card is played, where the operation corresponding to the first card is a card copy operation. In response to a play operation on the first card in the opponent area, the first game element is controlled to execute the card copy operation corresponding to the first card to display the copy of the at least one card remaining in the hand area.
[0230] When the first card is a second type card, the operation corresponding to the first card is related to any one of the fifth card effect and the sixth card effect.
[0231] The fifth card effect includes increasing the upper limit of chess pieces that can be held in the own chessboard area. In this case, the operation corresponding to the first card is a chess piece upper limit increase operation. In response to the play operation of the first card in the opponent's chessboard area, the first game element is controlled to execute the chess piece upper limit increase operation corresponding to the first card, thereby indicating that the upper limit of chess pieces that can be held in the own chessboard area has been increased.
[0232] The sixth card effect includes improving the attributes of chess pieces in the own chessboard area, where the attributes include at least one of attack power, defense power, chess piece level, and the number of times a skill can be used. In this case, the operation corresponding to the first card is a chess piece attribute improvement operation. In response to the play operation of the first card in the opponent's chessboard area, the first game element is controlled to execute the chess piece attribute improvement operation corresponding to the first card, thereby indicating that the attributes of the chess pieces in the own chessboard area have been improved.
[0233] In some embodiments, the hint labels for all or some of the cards displayed in the hand area not only indicate the scope and category of the current card, but also indicate the usage priority of different cards in the hand area. The priority of cards in the first category is higher than the priority of cards in the second category. In theory, after a player determines which cards are in the first and second categories based on the hint labels, they are more likely to prioritize using the first category.
[0234] To sum up, when there are both first-category cards (acting on the hand area) and second-category cards (acting on the own chessboard area) in the hand area, the prompt label can prompt the player to use the first-category cards first, optimize the available number, type, and energy consumption status of the cards in the hand area to the best, and then play the second-category cards to improve the strength of the lineup on the own chessboard area.
[0235] That is, the prompt label can prompt the player to follow this order of playing cards to obtain the best ranking. Therefore, the prompt label provided by this application can optimize the player's order of playing cards and enhance the player's gaming experience.
[0236] In one embodiment, all or some of the cards include first-category cards. When the current card is a first-category card, the prompt tag includes a first prompt tag, which is used to indicate that the first-category card is applied to the hand area in the turn-based chess game. The first-category card includes first to fourth card effects.
[0237] When the card effect of the current card is the first card effect, the terminal displays the first color of the first prompt label of the current card, where the first color is used to indicate that the current card has the first usage priority;
[0238] If the current card's card effect falls into the second to fourth card effects, the second color of the current card's first prompt label is displayed. The second color is used to indicate that the current card has the second use priority, and the first use priority is higher than the second use priority. The first color and the second color are different colors.
[0239] FIG18 shows a flowchart of a card display method provided by an exemplary embodiment of the present application. The computer device includes a terminal, and the method is illustrated as being executed by the terminal. The method includes:
[0240] Step 1820: Displaying a game interface of a turn-based chess game. The game interface includes a chessboard area and a hand area. The chessboard area is used to hold chess pieces, and the hand area is used to display cards held by the player object. The cards are used to execute the chess pieces' battle preparation process.
[0241] In an embodiment of the present application, all or part of the cards in a turn-based chess game can be divided into a first category of cards and a second category of cards. The first category of cards includes cards whose effects are applied to the hand area. The second category of cards includes cards whose effects are applied to the own board area.
[0242] In this embodiment, the solution is introduced by taking the case where the player object holds the first category of cards as an example.
[0243] For example, a first-category card corresponds to a first hint label, which can be presented using a first hint icon. The first hint icon is located at an anchor point on the first-category card; the anchor point can be located at any one of the top edge of the card frame, the side edge of the card frame, the bottom edge of the card frame, or a top corner of the card.
[0244] Step 1840: Displaying the pattern of the first prompt icon on the first category card in the hand area, wherein the pattern content is associated with the scope category of the current card;
[0245] Taking the anchor point position at the upper edge of the card border as an example, in one embodiment, the pattern of the first prompt icon is displayed on the upper edge of the card border of the first category card in the hand area. For example, the pattern of the first prompt icon is "two cards" to indicate that the effective range of the first category card is the hand area.
[0246] Step 1860: Display the color of the first prompt icon on the first category card in the hand area, and the color is used to represent the usage priority of the current card.
[0247] Taking the anchor point being located at the top edge of a card's border as an example, in one embodiment, the color of the first hint icon is displayed at the top edge of the border of a card of the first category in the hand area. For example, the color of the first hint icon is orange to indicate that the current card has the highest usage priority. The usage priority in this case is the recommended order of use within the scope of the first category of cards.
[0248] In one embodiment, when the card effect of the current card is the first card effect, the first color of the first prompt icon of the current card is displayed, and the first color is used to indicate that the current card has the first usage priority;
[0249] When the card effect of the current card belongs to the second to fourth card effects, the second color of the first prompt icon is displayed, and the second color is used to indicate that the current card has the second usage priority;
[0250] The first use priority is higher than the second use priority. The first color and the second color are different colors.
[0251] With reference to FIG17 , FIG17 shows a first prompt icon 1701, which is filled with a color. For example, if the prompt icon of the current card is filled with "orange," it means that the current card has the first priority for use, and the game system recommends that the player object play the current card in the first order within the first category of cards.
[0252] Alternatively, the prompt icon of the current card is filled with "blue", indicating that the current card has the second usage priority, and the game system recommends that the player object play the current card in the second order under the first category card range.
[0253] In an embodiment of the present application, the first card effect can increase the number of cards in the hand area, and the second card effect is a gain effect on some or all of the hand cards in the opponent area. The color prompts the player object to give priority to playing cards with the first card effect, so that the newly added cards can also enjoy / participate in / be affected by the second card effect, which better helps players quickly decide the order of using cards in a limited time, optimizes the player's card-playing order, avoids the situation where the card use order is not optimal, and enhances the player's card game interactive experience.
[0254] In an optional embodiment, if all or part of the cards include a second-category card, the prompt tag includes a second prompt tag, which is used to prompt that the second-category card acts on the player's board area in the turn-based chess game. The second-category card includes a fifth card effect or a sixth card effect.
[0255] The terminal also displays the third color of the second prompt label of the current card when the card effect of the current card is the fifth card effect, where the third color is used to indicate that the current card has the third usage priority;
[0256] When the current card's card effect is the sixth card effect, the fourth color of the current card's second reminder label is displayed. The fourth color is used to indicate that the current card has the fourth use priority; the third use priority is higher than the fourth use priority. The third color and the fourth color are different colors.
[0257] FIG19 shows a flowchart of a card display method provided by an exemplary embodiment of the present application. The computer device includes a terminal, and the method is illustrated as being executed by the terminal. The method includes:
[0258] Step 1920: Displaying a game interface of a turn-based chess game. The game interface includes a chessboard area and a hand area. The chessboard area is used to hold chess pieces, and the hand area is used to display cards held by the player object. The cards are used to execute the chess pieces' battle preparation process.
[0259] In an embodiment of the present application, all or part of the cards in a turn-based chess game can be divided into a first category of cards and a second category of cards. The first category of cards includes cards whose effects are applied to the hand area. The second category of cards includes cards whose effects are applied to the own board area.
[0260] In this embodiment, the solution is introduced by taking the case where the player object holds the second category of cards as an example.
[0261] For example, the second category card corresponds to a second hint label, which can be presented using a second hint icon. The second hint icon is located at an anchor point on the second category card; the anchor point can be located at any one of the top edge of the card frame, the side edge of the card frame, the bottom edge of the card frame, or a top corner of the card.
[0262] Step 1940: Displaying a pattern of a second prompt icon on a second category card in the hand area, wherein the pattern content is associated with the scope category of the current card;
[0263] Taking the anchor point position at the upper edge of the card border as an example, in one embodiment, the pattern of the second prompt icon is displayed on the upper edge of the card border of the second category card in the hand area. For example, the pattern of the second prompt icon is a "small trapezoid" to indicate that the effective range of the second category card is the own chessboard area.
[0264] Step 1960: Display the color of the second prompt icon on the second category card in the hand area, and the color is used to represent the usage priority of the current card.
[0265] Taking the anchor point being located at the top edge of a card's border as an example, in one embodiment, the color of the second hint icon is displayed at the top edge of the border of the second category card in the hand area. For example, the second hint icon is orange to indicate that the current card has the highest usage priority. The usage priority in this case is the recommended order of use within the scope of the second category cards.
[0266] In one embodiment, when the card effect of the current card is the fifth card effect, the third color of the second prompt icon of the current card is displayed, and the third color is used to indicate that the current card has the third usage priority;
[0267] When the card effect of the current card belongs to the sixth card effect, the fourth color of the second prompt icon is displayed, and the fourth color is used to indicate that the current card has the fourth use priority;
[0268] The third use priority is higher than the fourth use priority. The third color and the fourth color are different colors.
[0269] With reference to FIG17 , FIG17 shows a second hint icon 1702, which is filled with a color. For example, if the hint icon of the current card is filled with "orange," it means that the current card has the third priority for use, and the game system recommends that the player object play the current card in the first order within the second category of cards.
[0270] Alternatively, the prompt icon of the current card is filled with "blue", indicating that the current card has the fourth usage priority, and the game system recommends that the player object play the current card in the second order under the second category card range.
[0271] In an embodiment of the present application, the fifth card effect can increase the number of chess pieces in the chessboard area of the own side, and the sixth card effect is a gain effect on the attributes of the chess pieces in the chessboard area of the own side. The color prompts the player object of the own side to give priority to playing cards with the fifth card effect, so that the newly added chess pieces can also enjoy / participate in / be affected by the sixth card effect, which better helps players quickly decide the order of using cards in a limited time, optimizes the order of players' card playing, avoids the situation where the order of using cards is not optimal, and enhances the player's card game interactive experience.
[0272] FIG20 shows a flowchart of a card display method provided by an exemplary embodiment of the present application, the method comprising:
[0273] Step 2001: Start;
[0274] Step 2002: The player obtains a new card;
[0275] Players obtain various in-game resources during battles and put them into their hands in the form of different types of cards.
[0276] Step 2003: Determine whether the tab always-display function is enabled in the game settings;
[0277] If the player has enabled the tab display function in the game, or the tab display function is enabled by default in the game settings, then step 2004 is executed. If the tab display function is not enabled, then step 2005 is executed.
[0278] Step 2004: The battlefield / hand label is always displayed;
[0279] The Hand / Battlefield tag is always displayed based on the effect type of the hand card. The Hand tag indicates that the current hand card's range of effect is the Hand area. The Battlefield tag indicates that the current hand card's range of effect is the Board area.
[0280] Step 2005: The battlefield / hand label is displayed when the card is available for use;
[0281] Display / hide the operation guide label based on whether the hand card is in a usable state. Display the hand label / battlefield label based on the effect type of the hand card.
[0282] Step 2006: The player determines whether a quick action is needed based on the situation on the field and the cards in hand;
[0283] The player comprehensively determines whether this round requires a quick resolution based on the current situation (rank, remaining health, current lineup strength, number of cards in hand, energy, remaining preparation time, etc.). If a quick resolution is not required, proceed to step 2007; if a quick resolution is required, proceed to step 2008.
[0284] Step 2007: The player formulates a sorting process based on the content of the hand;
[0285] Players decide the order of playing cards according to the contents of their hand.
[0286] Step 2008: The player quickly selects a card from the battlefield / hand tab to use based on their priority needs;
[0287] Players use the type labels on their cards to retrieve cards of the corresponding type, give priority to playing cards of that type, and continuously adjust their strategies and operations based on the playing effects.
[0288] Step 2009: End.
[0289] FIG21 shows a flowchart of a card display method provided by an exemplary embodiment of the present application, the method comprising:
[0290] Step 2101: The logic layer of the game client triggers the card distribution mechanism to obtain a new card; based on the configuration result, the card's tag category is sent to the presentation layer;
[0291] The logic layer sends resource distribution instructions based on the current data rules. It sends the resource content (chess pieces, equipment, items, spells, etc.) to be distributed, along with the tags assigned to these resources in the internal configuration, to the presentation layer. Tags include battlefield tags and hand tags.
[0292] Step 2102: The presentation layer of the game client adds the corresponding card to the player's hand area and displays the corresponding tag for the card according to the tag category sent.
[0293] The presentation layer receives the instruction information, adds the corresponding category of cards (chess pieces, equipment, props and spells, etc.) to the player's hand area, and displays the corresponding tags according to the tag information.
[0294] Step 2103: The player decides the strategy for the current round based on the situation strategy;
[0295] After players obtain new resources, they will decide their strategy for the current round based on the current situation.
[0296] Step 2104: The player selects a card with a corresponding tag to use based on the current round strategy;
[0297] Players can quickly locate the cards they want to use through tags and start using them.
[0298] Step 2105: The presentation layer of the game client sends a request to the logic layer, which executes the request and provides feedback on the result.
[0299] The presentation layer receives the player's operation actions, allowing the player to see the changes brought about by the operation (such as the hand being dragged and released), and sends the operation instructions to the logic layer.
[0300] Step 2106: The logic layer feeds back the usage result data information to the presentation layer;
[0301] The logic layer receives the operation instructions, performs calculations and returns the result data to the presentation layer.
[0302] Step 2107: If the player uses a hand tag card, the presentation layer changes the numerical information of the corresponding hand card;
[0303] The presentation layer displays the results of the player's operations, and the screen of the player's terminal is updated with information.
[0304] If the card being used has a hand tag, the presentation layer changes the numerical information of the corresponding hand.
[0305] Step 2108: If the player uses a battlefield tag hand card, the corresponding on-field model value is changed.
[0306] If the card used has a battlefield tag, the numerical information of the corresponding chessboard model will be displayed.
[0307] Step 2109: The player evaluates the usage results and changes and decides on further operations.
[0308] Players get updated information and make new decisions and operations.
[0309] FIG22 shows a block diagram of a card display device provided by an exemplary embodiment of the present application, the device comprising:
[0310] Display module 2201 is used to display the game interface of the turn-based chess game. The game interface includes a chessboard area and a hand area. The chessboard area is used to hold chess pieces, and the hand area is used to display the cards held by the player object. The cards are used to execute the chess pieces' preparation process.
[0311] The display module 2201 is further used to display the prompt labels of all or part of the cards in the hand area, and the prompt labels are used to indicate the scope and category of the current card in the turn-based chess game;
[0312] The processing module 2202 is used to control the first game factor to perform an operation corresponding to the first card in response to the playing operation of the first card in the opponent's card area, and display the effect of the first card on the first game factor, where the first game factor belongs to the scope of action indicated by the scope of action category of the first card.
[0313] In an optional embodiment, the display module 2201 is further configured to display, in the hand area, hint labels of all or part of the cards presented using hint icons, where the hint icons are located at the anchor point of the current card; wherein the anchor point is located at any one of the top edge of the card border, the side edge of the card border, the bottom edge of the card border, and the top corner of the card.
[0314] In an optional embodiment, the display module 2201 is further configured to display patterns of prompt icons of all or part of the cards in the hand area, wherein the pattern content is associated with the scope category of the current card.
[0315] In an optional embodiment, all or part of the cards include first category cards, and the prompt tag includes a first prompt tag, which is used to prompt that the first category cards act on the hand area in the turn-based chess game.
[0316] In an optional embodiment, all or part of the cards include second category cards, and the prompt tag includes a second prompt tag, which is used to prompt that the second category cards act on the own chessboard area in the turn-based chess game.
[0317] In an optional embodiment, the card effect of the first category of cards includes any one of a first card effect, a second card effect, a third card effect, and a fourth card effect;
[0318] The first card effect includes: adding a specified number of cards to the hand area;
[0319] The second card effect includes: reducing the amount of resources consumed when the remaining cards in the hand area are used after the current card is used;
[0320] The third card effect includes: replacing at least one card among the cards remaining in the hand area after the current card is used;
[0321] The fourth card effect includes: copying at least one card among the cards remaining in the hand area after the current card is used.
[0322] In an optional embodiment, the display module 2201 is further configured to display the first color of the first prompt label of the current card when the card effect of the current card is the first card effect, where the first color is used to indicate that the current card has the first usage priority.
[0323] When the card effect of the current card belongs to the second card effect to the fourth card effect, the second color of the first prompt label of the current card is displayed, and the second color is used to indicate that the current card has the second usage priority; wherein the first usage priority is higher than the second usage priority.
[0324] In an optional embodiment, the card effect of the second category card is the fifth card effect or the sixth card effect;
[0325] The effects of the fifth card include: increasing the upper limit of chess pieces that can be accommodated in the chessboard area of the own side;
[0326] The sixth card effect includes: improving the attributes of the chess pieces in the chessboard area of the own side, and the attributes include at least one of attack power, defense power, chess piece level, and the number of times allowed to release skills.
[0327] In an optional embodiment, the display module 2201 is further configured to display the third color of the second prompt label of the current card when the card effect of the current card is the fifth card effect, where the third color is used to indicate that the current card has the third usage priority.
[0328] When the card effect of the current card is the sixth card effect, the fourth color of the second prompt label of the current card is displayed, and the fourth color is used to indicate that the current card has the fourth usage priority; wherein the third usage priority is higher than the fourth usage priority.
[0329] In an optional embodiment, the display module 2201 is further configured to display the flashing state of the prompt labels of all or part of the cards, wherein the flashing state indicates that the preparation phase of the current round is about to end.
[0330] In an optional embodiment, the display module 2201 is also used to display the brightness change process of the prompt labels of all or part of the cards; wherein the brightness change process is the process of brightness changing from low to high, and the brightness change process represents the countdown progress of the preparation stage of the current round.
[0331] In an optional embodiment, the device further includes a setting module 2203. The setting module 2203 is configured to set a usable card support prompt label in the hand area, wherein the usable card is a card that consumes less resources than the resource quantity owned by the player object when used;
[0332] In an optional embodiment, the setting module 2203 is further configured to set all cards in the hand area to support prompt labels.
[0333] In summary, by displaying the hint labels of all or part of the cards in the hand area of a turn-based chess game, the hint labels can indicate the scope category of the current card, and then give the player a certain card-playing order hint, guiding the player to give priority to using cards of a certain scope category, or not to use cards of a certain scope category, thereby assisting the player in deciding the order of playing cards in the turn-based chess game.
[0334] Furthermore, hint labels can help players, within the limited time available during the preparation phase, expend less time and attention, locating cards that meet their decision-making objectives and enabling them to be used quickly. Upon receiving a card, players can immediately understand its scope through the hint label, eliminating the need to carefully examine the card before understanding its effects. In extreme situations (where a large number of cards are in the player's hand), players can focus more on analyzing the situation and making decisions, rather than wasting excessive energy on reviewing and sifting through card details.
[0335] Please refer to Figure 23, which shows a block diagram of a computer device 2300 according to an exemplary embodiment of the present application. Computer device 2300 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). Computer device 2300 may also be referred to as a user device, portable terminal, head-mounted computer device, or other similar names.
[0336] Typically, the computer device 2300 includes a processor 2301 and a memory 2302 .
[0337] The processor 2301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2301 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 2301 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2301 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2301 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0338] Memory 2302 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 2302 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 2302 is used to store at least one instruction, which is executed by processor 2301 to implement the card display method provided in the embodiments of the present application.
[0339] In some embodiments, the computer device 2300 may further include a peripheral device interface 2303 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 2304 , a display screen 2305 , a camera assembly 2306 , an audio circuit 2307 , and a power supply 2308 .
[0340] In some embodiments, the computer device 2300 further includes one or more sensors 2309 , including but not limited to an acceleration sensor 2310 , a gyroscope sensor 2311 , a pressure sensor 2312 , an optical sensor 2313 , and a proximity sensor 2314 .
[0341] Those skilled in the art will understand that the structure shown in FIG. 23 does not constitute a limitation on the computer device 2300 , and may include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.
[0342] In an exemplary embodiment, a computer program product is also provided. The computer program product includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions to implement the card display methods provided in the above-described method embodiments.
[0343] In an exemplary embodiment, a computer-readable storage medium is further provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the card display method provided by the above-mentioned method embodiments.
[0344] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or may be accomplished by a program instructing the relevant hardware, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk, or an optical disk, etc.
[0345] Those skilled in the art will appreciate that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented using 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 on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any media that facilitates the transmission of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.
[0346] The above are only optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application should be included in the scope of protection of the present application.
Claims
1. A card display method, the method being executed by a computer device, the method comprising: Displaying a game interface for a turn-based chess game, the game interface including a local chessboard area and a hand area. The local chessboard area is used to accommodate local chess pieces, and the hand area is used to display the cards held by the local player object, and the cards are used to execute the battle preparation process of the local chess pieces; Displaying a prompt label of all or part of the cards in the hand area, wherein the prompt label is used to indicate the scope of action of the current card in the turn-based chess game; In response to a play operation on a first card in the hand area, a first game factor is controlled to perform an operation corresponding to the first card, and an effect of the first card on the first game factor is displayed, wherein the first game factor belongs to the scope of action indicated by the scope of action category of the first card.
2. The method according to claim 1, wherein The prompt label showing all or part of the cards in the hand area includes: Displaying a hint label of all or part of the cards in the hand area using a hint icon, wherein the hint icon is located at the anchor point of the current card; The anchor point is located at any one of the upper edge of the card frame, the side edge of the card frame, the lower edge of the card frame and the top corner of the card.
3. The method according to claim 2, wherein: The prompt labels of all or part of the cards presented by prompt icons in the hand area include: The pattern of the prompt icon of the whole or part of the cards is displayed in the hand area, and the pattern content of the pattern is associated with the scope category of the current card.
4. The method according to any one of claims 1 to 3, wherein: The scope of action includes at least one of the following: acting on the hand area, acting on the own chessboard area; and the method includes at least one of the following situations: The whole or part of the cards include cards of the first category, and the prompt tag includes a first prompt tag, wherein the first prompt tag is used to prompt that the first category of cards acts on the hand area in the turn-based chess game; The whole or part of the cards include second category cards, and the prompt tag includes a second prompt tag, which is used to prompt that the second category cards act on the own chessboard area in the turn-based chess game.
5. The method according to claim 4, wherein The card effects of the first category of cards include any one of a first card effect, a second card effect, a third card effect, and a fourth card effect; The first card effect includes: adding a specified number of cards to the hand area; The second card effect includes: reducing the amount of resources consumed when the remaining cards in the hand area are used after the current card is used; The third card effect includes: replacing at least one card among the cards remaining in the hand area after the current card is used; The fourth card effect includes: copying at least one card among the cards remaining in the hand area after the current card is used.
6. The method according to claim 5, wherein: The method further comprises: When the card effect of the current card is the first card effect, displaying a first color of the first prompt label of the current card, where the first color is used to indicate that the current card has a first usage priority; When the card effect of the current card belongs to the second card effect to the fourth card effect, displaying the second color of the first prompt label of the current card, wherein the second color is used to indicate that the current card has the second usage priority; The first usage priority is higher than the second usage priority.
7. The method according to claim 4, wherein: The card effect of the second category card is the fifth card effect or the sixth card effect; The fifth card effect includes: increasing the upper limit of chess pieces that can be accommodated in the own chessboard area; The sixth card effect includes: improving the attributes of the chess pieces in the own chessboard area, and the attributes include at least one of attack power, defense power, chess piece level, and the number of times allowed to release skills.
8. The method according to claim 7, wherein: The method further comprises: When the card effect of the current card is the fifth card effect, displaying the third color of the second prompt label of the current card, wherein the third color is used to indicate that the current card has a third usage priority; When the card effect of the current card is the sixth card effect, displaying the fourth color of the second prompt label of the current card, wherein the fourth color is used to indicate that the current card has a fourth usage priority; The third usage priority is higher than the fourth usage priority.
9. The method according to any one of claims 1 to 8, wherein: The method further comprises: The flashing state of the prompt label of the whole or part of the cards is displayed, and the flashing state indicates that the preparation phase of the current round is on the verge of ending.
10. The method according to any one of claims 1 to 8, wherein: The method further comprises: Displaying the brightness change process of the prompt label of the entire or partial card; The brightness change process is a process in which the brightness changes from low to high, and the brightness change process represents the countdown progress of the preparation stage of the current round.
11. The method according to any one of claims 1 to 10, wherein: The method further comprises: The usable card set in the hand area supports the prompt label, and the usable card is a card that consumes less resources when used than the resource amount owned by the player object; or, All cards set in the hand area support the hint label.
12. A card display device, comprising: A display module, configured to display a game interface of a turn-based chess game, wherein the game interface includes a chessboard area for the player and a hand area for holding the player's chess pieces. The hand area is configured to display the cards held by the player's player object, and the cards are used to execute the player's chess piece preparation process. The display module is further configured to display a prompt label of all or part of the cards in the hand area, wherein the prompt label is configured to indicate the scope of action of the current card in the turn-based chess game; a processing module for controlling a first game factor to perform an operation corresponding to the first card in the hand area in response to a play operation on the first card, and displaying an effect of the first card on the first game factor, wherein the first game factor belongs to an action range indicated by an action range category of the first card.
13. A computer device, comprising: A processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the card display method according to any one of claims 1 to 11.
14. A computer-readable storage medium storing a computer program, wherein the computer program is loaded and executed by a processor to implement the card display method according to any one of claims 1 to 11.
15. A computer program product, comprising computer instructions, wherein the computer instructions are stored in a computer-readable storage medium, and a processor obtains the computer instructions from the computer-readable storage medium, so that the processor loads and executes the computer instructions to implement the card display method as described in any one of claims 1 to 11.
Citation Information
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