Method and apparatus for displaying virtual game piece match arrangement, device, medium, and product
By directly displaying the opponent's chess game arrangement in the auto-chess game, the cumbersome operation and resource consumption problems caused by perspective switching are solved, and the reach rate and game efficiency of chess layout information are improved.
Patent Information
- Application Number
- PCT/CN2025/074814
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-02-08
- Filing Date
- 2025-01-24
- Publication Date
- 2025-08-14
AI Technical Summary
In auto-chess games, players need to repeatedly switch perspectives to observe the opponent's chess piece arrangement, resulting in cumbersome operations, high computing resource consumption, and low access rate of chess piece arrangement information, affecting the game efficiency and accuracy.
It provides a method for displaying virtual chess piece match arrangement. By directly displaying the chess piece match arrangement of the second account in the chess board area of the first account, it automatically updates in response to the changes in the chess piece match, and simplifies the viewing angle switching operation.
It improves the information reach rate and operation efficiency of chess piece arrangement information, reduces the lag in the game screen, and reduces the operating burden of computer equipment.
Smart Images

Figure CN2025074814_14082025_PF_FP_ABST
Abstract
Description
Method, device, equipment, medium, and product for displaying virtual chess piece arrangement
[0001] This application claims priority to Chinese patent application number 202410178054.0, filed on February 8, 2024, entitled “Method, device, equipment, medium, and product for displaying virtual chess piece arrangement,” the entire contents of which are incorporated herein by reference. Technical Field
[0002] The embodiments of the present application relate to the field of computer technology, and in particular to a method, apparatus, device, medium, and product for displaying a virtual chess piece arrangement. Background Art
[0003] Auto Chess is a tactical strategy video game genre with elements similar to chess. Auto Chess is played as follows: Player accounts are matched against each other. Before a match begins, players place virtual chess pieces purchased from the store onto the board, where they engage in virtual combat. Once the match begins, the virtual chess pieces from different accounts automatically battle against each other without any further player interaction. Therefore, the optimal placement of the virtual chess pieces is crucial to victory. Summary of the Invention
[0004] The present invention provides a method, device, equipment, medium, and product for displaying a virtual chess piece arrangement. The technical solution is as follows:
[0005] In one aspect, a method for displaying a virtual chess piece arrangement is provided, the method comprising:
[0006] A virtual game interface of a first account in a turn-based chess game is displayed, wherein the virtual game interface includes a first chessboard area, wherein the first chessboard area includes virtual chess pieces deployed by the first account, and the virtual chess pieces in the first chessboard area are used to participate in a turn-based virtual game based on a matchup arrangement; in response to a matchup display operation for a second account, the virtual chess piece matchup arrangement of the second account is displayed in the first chessboard area, wherein the virtual chess piece matchup arrangement of the second account is the matchup arrangement of the virtual chess pieces deployed by the second account in the second chessboard area, and the second chessboard area is the area displayed in the virtual game interface of the second account; in response to a change in the virtual chess piece matchup arrangement of the second account in the second chessboard area, the virtual chess piece matchup arrangement of the second account in the first chessboard area is updated.
[0007] In another aspect, a device for displaying a virtual chess piece arrangement is provided, the device comprising:
[0008] A game interface display module is used to display a virtual game interface of a first account in a turn-based chess game, wherein the virtual game interface includes a first chessboard area, wherein the first chessboard area includes virtual chess pieces deployed by the first account, and the virtual chess pieces in the first chessboard area are used to participate in a turn-based virtual battle based on the matchup arrangement; an arrangement display module is used to display the virtual chess piece matchup arrangement of the second account in the first chessboard area in response to an arrangement display operation for the second account, wherein the virtual chess piece matchup arrangement of the second account is the matchup arrangement of the virtual chess pieces deployed by the second account in the second chessboard area, and the second chessboard area is the area displayed in the virtual game interface of the second account; an update display module is used to update the virtual chess piece matchup arrangement of the second account in the first chessboard area in response to a change in the virtual chess piece matchup arrangement of the second account in the second chessboard area.
[0009] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement a method for displaying a virtual chess piece arrangement as described in any of the above-mentioned embodiments of the present application.
[0010] On the other hand, a computer-readable storage medium is provided, wherein the storage medium stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement a method for displaying a virtual chess piece arrangement as described in any of the above-mentioned embodiments of the present application.
[0011] In another aspect, a computer program product or computer program is provided, comprising 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, causing the computer device to perform the method for displaying a virtual chess piece arrangement as described in any of the above embodiments.
[0012] The technical solutions provided by the embodiments of the present application provide at least the following beneficial effects: a virtual game interface for a first account includes a first chessboard area for the first account, which includes the first account's virtual chess pieces. In response to a display operation for a second account, the second account's virtual chess piece matchup layout can be intuitively displayed in the first chessboard area of the first account. This eliminates the need to repeatedly switch perspectives to directly observe virtual chess piece matches for different accounts, simplifying the process of viewing virtual chess piece matches and improving the efficiency of human-computer interaction. Furthermore, since the game screen does not need to be repeatedly loaded, computing resources are conserved, game screen lag is reduced, and the burden on the computer's operating process is reduced. Furthermore, compared to related art methods in which a player switches to another player's perspective to obtain chess piece layout information at a mirrored angle and then switches back to their own perspective, the method of the embodiments of the present application intuitively displays the opponent's virtual chess piece matchup layout in the first chessboard area of the player's own view. This improves the accessibility of chess piece layout information, reduces the burden on players of memorizing and mirroring chess piece layout information, and improves the efficiency and accuracy of players' understanding of chess piece layout information. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] FIG1 is a block diagram of a computer system according to an embodiment of the present application;
[0014] FIG2 is a flow chart of a method for interactive play in a turn-based chess game provided by an embodiment of the present application;
[0015] FIG3 is a schematic diagram of an interface of a turn-based chess game provided in an embodiment of the present application;
[0016] FIG4 is a schematic diagram of a chess card provided in an embodiment of the present application;
[0017] FIG5 is a schematic diagram of an effect card provided in an embodiment of the present application;
[0018] FIG6 is a card diagram of an equipment card provided in an embodiment of the present application;
[0019] FIG7 is a card diagram of a chess player card provided in an embodiment of the present application;
[0020] FIG8 is a flow chart of a method for interactive play in a turn-based chess game provided by an embodiment of the present application;
[0021] FIG9 is a schematic diagram of a player selection interface provided in an embodiment of the present application;
[0022] FIG10 is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;
[0023] FIG11 is a schematic diagram of an interface for playing cards in the preparation phase according to an embodiment of the present application;
[0024] FIG12 is a schematic diagram of an upgrade process of an upgrade button provided in an embodiment of the present application;
[0025] FIG13 is a schematic diagram of an upgrade process of an upgrade button provided in an embodiment of the present application;
[0026] FIG14 is a schematic diagram of an interface of a game interface in a battle phase provided by an embodiment of the present application;
[0027] FIG15 is a schematic diagram of a settlement interface provided in an embodiment of the present application;
[0028] FIG16 is a flowchart of a method for displaying a virtual chess piece arrangement according to an embodiment of the present application;
[0029] FIG17 is a schematic diagram of a virtual game interface of a first account provided in an embodiment of the present application;
[0030] FIG18 is a schematic diagram of a virtual chess piece arrangement of a second account provided in an embodiment of the present application;
[0031] FIG19 is a schematic diagram showing the effect of arranging virtual chess pieces in a first chessboard area according to an embodiment of the present application;
[0032] FIG20 is a schematic diagram of a process of arranging virtual chess pieces of a second account according to an embodiment of the present application;
[0033] FIG21 is a schematic diagram of a frozen display of a virtual chess piece arrangement of a second account provided by an embodiment of the present application;
[0034] FIG22 is a flowchart of a method for displaying a virtual chess piece arrangement according to another embodiment of the present application;
[0035] FIG23 is a schematic diagram of a restraint relationship indication element provided in an embodiment of the present application;
[0036] FIG24 is a flow chart of a method for displaying virtual chess pieces with a matchup relationship provided by an embodiment of the present application;
[0037] FIG25 is a schematic diagram of a second virtual chess piece displayed in a second sub-region according to an embodiment of the present application;
[0038] FIG26 is a schematic diagram of adjusting the arrangement of virtual chess pieces of a first account according to an embodiment of the present application;
[0039] FIG27 is a structural block diagram of a display device for arranging virtual chess pieces according to an embodiment of the present application;
[0040] FIG28 is a structural block diagram of another display device for arranging virtual chess pieces according to an embodiment of the present application;
[0041] Figure 29 is a structural block diagram of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0042] In the related art, in Auto Chess games, each player's perspective displays their own virtual chess piece layout. Players switch from their own perspective to that of their opponent, observing the opponent's virtual chess piece layout and planning their own virtual chess piece layout. Because players need to repeatedly switch perspectives to view their own and their opponent's virtual chess piece layouts, this operation is cumbersome and inefficient in human-computer interaction. Furthermore, switching perspectives requires switching the game screen, which consumes significant computing resources. Repeatedly switching game screens can easily cause game screen freezes, burdening computer operation. Furthermore, in the related art, after switching to the opponent's perspective, players obtain chess piece layout information from a mirrored perspective. After switching back to their own perspective, they must imagine converting the observed chess piece layout information from their own perspective. Consequently, the chess piece layout information has a low reach, increasing the burden on players to memorize and adjust the mirrored information, reducing the efficiency and accuracy of their understanding of the chess piece layout information.
[0043] Based on this, an embodiment of the present application provides a method for displaying the arrangement of virtual chess pieces, which allows you to directly observe the arrangement of virtual chess pieces of different accounts without repeatedly switching viewing angles. For detailed processes, please refer to the following embodiments.
[0044] First, the nouns involved in the embodiments of this application are introduced:
[0045] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged layout. The "chess pieces" are represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game is turn-based. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is deemed the loser of the round. In some embodiments, in addition to the "chess piece-like virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. This chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are 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.
[0046] Auto Chess is a multiplayer, turn-based competitive game featuring collectible hero chess pieces. For example, there are eight or six players, each occupying a square on the board. Two of the players engage in one-on-one combat. Each round of a game consists of two phases: the preparation phase and the battle phase. During the preparation phase, users purchase chess pieces (heroes) from the store and deploy them on the board. During the battle phase, both teams lock their lineups, and the pieces automatically engage until all of one player's pieces are dead. The player who destroys all of their pieces loses the round and receives a certain amount of health points. Rounds repeat, matching new opponents until a player's health points are ≤ 0 and they are eliminated. The last remaining player wins the game.
[0047] 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.
[0048] 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 and can be dragged and placed in the battle area during the preparation phase. The chessboard area provided in the embodiments of the present application does not include the piece candidate area, but only includes the battle area.
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] Player: A virtual character played by the player. Each player has different special abilities that can help the player play the game better.
[0054] 1 is a block diagram of a computer system according to an embodiment of the present application. The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .
[0055] A first terminal 110 has a client 111 installed and running that supports a virtual environment. Client 111 may be a turn-based chess game program. When client 111 is running on the first terminal, the user interface of client 111 is displayed on the screen of the first terminal 110. The client may be a client for an Auto Chess game. First terminal 110 is used by a first user 112. During the preparation phase of a game, first user 112 uses first terminal 110 to place chess pieces in the battle area of the chessboard. During the battle phase, first terminal 110 or server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area. A second terminal 130 has a client 131 installed and running that supports a virtual environment. Client 131 may be a turn-based chess game program. When client 131 is running on the second terminal 130, the user interface of client 131 is displayed on the screen of the second terminal 130. The client may be a client for an Auto Chess game. Second terminal 130 is used by a second user 132. The second user 132 uses the second terminal 130 to arrange chess pieces in the battle area of the chessboard during the preparation phase of the game. The second terminal 130 or the server 120 automatically controls the chess pieces to play according to the attributes, skills and arrangement of the chess pieces in the battle area during the battle phase.
[0056] Optionally, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user and the second user are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located on different chessboards, i.e., the first user and the second user 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 the round.
[0057] 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, including 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 embodiments are described using the example of a smartphone as the terminal.
[0058] Those skilled in the art will appreciate that the number of terminals may be more or less. For example, there may be only one terminal (i.e., the user plays against the artificial intelligence), or there may be 6 or 8 or more terminals. The embodiment of the present application does not limit the number of terminals and device types. FIG1 shows only two terminals, but in different embodiments, there are multiple other terminals 140 that can access the server 120. Optionally, there are one or more terminals 140 that are terminals corresponding to developers, and a development and editing platform for a client that supports a virtual environment is installed on the terminal 140, and the developer can edit and update the client on the terminal 140.
[0059] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting a three-dimensional virtual environment (turn-based chess game clients / Auto Chess game clients). Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.
[0060] Optionally, 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 other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where the user accounts are 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.
[0061] The embodiment of the present application provides a turn-based chess game (auto chess) based on card operations. 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.
[0062] FIG2 shows a flow chart of a method for interactive game play in a turn-based chess game provided in an embodiment of the present application. This embodiment uses the method executed by a terminal as an example, in which a client supporting turn-based chess games is running. The method includes:
[0063] 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;
[0064] 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.
[0065] With reference to Figure 3 , the game interface includes a board area 10 and a hand area 11. The board area 10 is used to accommodate at least one player piece and at least one enemy piece participating in the battle. The board area 10 includes multiple grids 12 arranged in an array. These grids 12 are always displayed or only displayed at certain times. Optionally, the board area 10 is a two-dimensional or three-dimensional board. This embodiment uses a three-dimensional board viewed from above as an example. A three-dimensional board in this context refers to a board located in a three-dimensional environment, not necessarily a three-dimensional board. 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. The at least one card may include at least one of a card automatically drawn or dealt to the player object by a background program, a card obtained by playing certain cards with a draw effect, and a player card acquired through the player's skill. The plurality of cards has an upper limit, for example, a maximum of eight, with any excess cards automatically discarded. 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.
[0066] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.
[0067] 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;
[0068] A play operation refers to the act of playing one or more cards held. Illustratively, a play operation involves dragging a selected card toward the board area. Alternatively, the play operation includes a first click operation and a second click operation, where 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 play operation. In some embodiments, a smart recommendation function may also be provided, whereby cards are played on behalf of the own player object in certain rounds, such as by the client intelligently recommending plays for the first few rounds of a novice player. At least one own chess piece is a virtual chess piece that participates in the game in at least one round (including the current round). If the board area is a two-dimensional board, the virtual chess piece is also a two-dimensional piece and is displayed as a two-dimensional icon or a two-dimensional image; if the board area is a three-dimensional board, the virtual chess piece is also a three-dimensional piece and is displayed as a three-dimensional model or a three-dimensional image. In the initial state, the number of own chess pieces in the board area may be zero, and the own player object can add, delete, or supplement the board area. All your chess pieces that didn't die in the previous round are automatically carried over to the next round. The display state of selected cards is different from that of unselected cards. Optionally, the selected card has a highlighting effect, which includes: a bold border, a highlighted border, a dynamic border, and its placement in the card queue shifted a preset distance toward the board.
[0069] Preparation operations include at least one of: adding a player's own piece, reducing a player's own piece, upgrading a player's own piece, adding equipment to a player's piece, removing equipment from a player's piece, or increasing a buff effect on a player's own piece. Because different card types have different effects, a preparation operation is performed on at least one player's own piece within the board area based on the type of the selected card. During the preparation phase, the player object prepares at least one player's own piece within the board area, and the enemy player object prepares at least one enemy piece within the board area.
[0070] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.
[0071] The automatic battle between your own and enemy chess pieces on the chessboard area does not require manual control by your own player object. Instead, the client or server automatically controls the battle between the two chess pieces based on factors such as the chess piece's position on the board, its attributes, its level, its skills, its attributes, and the joint enhancement properties between the pieces, until all of one side's pieces are killed. Both your own and enemy player objects have health points. After the round ends, a portion of the health points of the losing player object will be deducted. This portion can be determined based on the number of remaining chess pieces on the winning side, or it can be a fixed value, which is not limited in this embodiment.
[0072] 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 of 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.
[0073] 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.
[0074] Classification of card types: In some embodiments, card types include at least one of: chess piece cards, effect cards, equipment cards, and player cards.
[0075] Chess Piece Cards: Chess pieces are used to summon or upgrade chess pieces on the board. Figure 4 shows a schematic diagram of a chess piece card. The chess piece card displays at least one of the following information: a chess piece image 21, a chess piece name 22, the energy cost 23 when the card is played, the chess piece type or faction 24, the level the piece increases after playing the card 25, and a description of the additional effects 26. The chess piece image 21 can be at least one of a virtual chess piece portrait, an icon, a bust, a full-length portrait, or a display animation. Figure 4 illustrates a chess piece image 21 as a bust of a virtual chess piece. 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's name. The energy value 23 is the energy cost required to play the chess piece card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy to play. For example, playing five different quality cards requires 0, 1, 2, 3, and 4 energy points, respectively. 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, and 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 as at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the Great Wall Guard 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. The level 25 that the chess piece promotes after the card is played refers to the level of the chess piece that the existing chess piece with the same name is promoted to after the card is played. For example, if the level 25 is level 3 and the chess piece with the same name was originally level 2, then after the card is played, the chess piece with the same name is promoted to level 5. Alternatively, cards of different qualities promote the different levels of the chess piece with the same name after playing. For example, the levels of five different qualities of cards that promote the chess piece with the same name after playing are respectively 1, 2, 3, 4, and 5. The additional effect description 26 of the chess piece is the effect description of the additional effect that the chess piece has. This additional effect can be triggered to take effect when playing, or it can be effective when a certain trigger condition is satisfied during the battle. For example, the exclusive skill of chess piece 1 is: when chess piece 1 is on the field, every time other chess pieces in the chessboard area are sold, a chess piece of the "tank" type on the field will be randomly selected, and the chess level of the randomly selected chess piece on the field will be increased by a first value, which is half the level of the sold chess piece.
[0076] Effect Cards: Effect cards are used to apply an effect to at least one gameplay factor within a game. This at least one gameplay factor can include chess pieces, skills, equipment, amplification effects, levels, combat progress, and the hand card acquisition process. Figure 5 shows a schematic diagram of an effect card. This effect card displays at least one of the following information: an effect icon 31, an effect name 32, the energy cost 33 when the card is played, and a description 34 of the effect card's effect. The effect icon 31 can be an icon representing the effect card's buff. Figure 5 illustrates an icon with a hexagonal frame. The effect name 32 is the name of the effect card or the name of the buff. The energy value 33 is an integer representing the energy cost required to play the effect card. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may cost different amounts of energy when played. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively, when played. The effect description 34 of an effect card is used to describe the effect of the effect card after use. The effects of an effect card include, but are not limited to, at least one of the following: 1. increasing the probability and / or quantity of a player obtaining a chess card; 2. increasing the probability or quantity of a player obtaining chess cards associated with a chess piece with the same name; 3. reducing the energy required for a player to obtain a chess card; 4. increasing the quantity of chess cards a player exchanges for; 5. reducing the energy required for a player to exchange for a chess card; 6. increasing the chess level of at least one chess piece on the field; 7. adding equipment to at least one chess piece on the field; 8. increasing the equipment level of at least one chess piece on the field; 9. reducing the energy consumption when playing or exchanging cards; 10. increasing the probability of obtaining certain cards; 11. increasing the quantity of certain cards obtained; 12. increasing the chance of exchanging cards, and so on.
[0077] 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.
[0078] 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.
[0079] Equipment Cards: Equipment cards are 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. Equipment cards display at least one of the following information: an equipment icon 41, an equipment name 42, the energy cost 43 when the card is played, and a description 44 of the equipment card. Equipment icon 41 can be an icon representing the image or effect of the equipment. Figure 6 illustrates an icon with a circular outer frame. Equipment name 42 is the name of the equipment card or the equipment itself. Different equipment can enhance the combat capabilities of your own chess pieces or weaken the combat capabilities of enemy chess pieces in various dimensions, such as health, armor, defense, and mana. Energy value 43 is the energy cost required to play the equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy to play. For example, five different quality cards may cost 0, 1, 2, 3, and 4 energy points, respectively, to play. Optionally, the energy consumed by different cards may be adjusted regularly or irregularly based on game balance. The equipment description 44 of an equipment card is used to describe the effect of the equipment after being worn.
[0080] Player Cards: Player cards are cards acquired through the player skills of a player character. Player cards can be acquired through a passive skill of a player character, cards that can only be acquired by a specific player character, cards that can only be used by a specific player character, cards that are exclusive to a specific player character, and so on, though this embodiment of the present application is not limited thereto. Figure 7 shows a schematic diagram of a player card provided by an exemplary embodiment of the present application. The player card displays at least one of the following information: a card icon 51, a player card name 52, an energy value 53 consumed when the card is played, and a description of the player card's equipment 54. The card icon 51 can be an icon representing a card effect. Figure 7 illustrates an icon with a hexagonal outer frame. The player card name 52 is the name of the player card or the name of its effect. The energy value 53 is an integer indicating the energy required to play the player card. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy to be consumed when played. For example, five cards of different qualities require 0, 1, 2, 3, and 4 energy points to be consumed when played, respectively. Optionally, the energy values consumed by different cards may also be adjusted regularly or irregularly based on game balance. 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 or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect scope of the chess piece card, equipment card, and effect card. In possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add buff effects, reduce energy consumption, affect the acquisition process of the hand, and other forms of effects. 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.
[0081] Based on the introduction to the four card types above, we can see that, 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 the respective players. Using different card types, the various mechanics of turn-based chess games can be simplified into the card-playing process. This reduces the number of user interface elements required on the battle interface, simplifies the operation of the player's object, and improves the efficiency of human-computer interaction for the player's object. On the other hand, compared to 3D chess pieces, 2D cards cannot carry textual information well due to the limited textual information they can carry. However, the card characteristics of 2D cards naturally allow them to carry more textual information and icons. This allows 2D cards to carry more information within the limited display area of small-screen terminals than the 3D chess pieces used in traditional battle preparation, improving information transmission efficiency. 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.
[0082] How to obtain cards: The player object on this side obtains at least one card when the acquisition conditions are met. The acquisition conditions include at least one of the following: (1) Acquisition condition 1: Start a new round of turn-based battle; each time a new round of turn-based battle is started, a number of cards will be obtained. For example, 4 cards will be drawn in the first round of turn-based battle, and 2 cards will be drawn in the subsequent rounds of turn-based battle. (2) Acquisition condition 2: Use preset chess piece cards; preset chess piece cards are chess piece cards with additional skills such as drawing, adding, or copying cards. For example, a chess piece card with the same name as the chess piece on the field will obtain an additional effect card when it is played. (3) Acquisition condition 3: Use preset effect cards; preset effect cards are effect cards with effects such as drawing, adding, or copying cards. (4) Acquisition condition 4: Use preset chess player cards; preset chess player cards are effect cards with effects such as drawing, adding, or copying cards. (5) Acquisition Condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange. (6) Acquisition Condition 6: The player level of the chess player virtual character is upgraded; after the chess player level is upgraded, higher quality or more cards can be unlocked. (7) Acquisition Condition 7: The card pool level is upgraded; after the card pool level is upgraded, higher quality or more cards can be unlocked. (8) Acquisition Condition 8: Purchase card operation. (9) Acquisition Condition 9: The preset chess player skill is triggered. The preset chess player skill is a passive skill with the effect of extracting, adding or copying cards. For example, one chess player card can be drawn every 2 rounds; one chess player card can be drawn every 3 cards played.
[0083] 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.
[0084] FIG8 shows a flow chart of a method for interactively playing a turn-based chess game provided by an exemplary embodiment of the present application. This embodiment uses the method executed by a terminal as an example. The method includes:
[0085] Player selection phase:
[0086] 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;
[0087] Before each game begins, the player character selects the desired player virtual character. Different player virtual characters have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors. 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, a treasure player card is obtained. The effect of the treasure player card is: consume 1 energy point and increase the level of a designated player in the chessboard area by 2. As shown in Figure 9, before starting a game, a player selection interface is displayed. The player selection interface shows the six player virtual characters selected by the player object. Optionally, the player virtual character 61 selected by the player object will be highlighted. Taking the case where the player object is player object 4 as an example, the player avatar selected by player object 4 will be highlighted in a standing, enlarged, and centered foreground manner, while the player avatars selected by other player objects will be displayed in a conventional manner in a sitting position, normal size, and distributed on both sides. A number of candidate player avatars 62 are displayed on the player selection interface, 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. A player skill button 64 is also displayed on the player selection interface. In response to clicking the player skill button 64, the player skill name and effect description of the currently selected player avatar can be viewed in a pop-up window on the right.
[0088] 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 their player avatar, they can click the "Confirm" button 65 to enter the ready state. The n player objects participating in a game match engage in turn-based combat, each pairing the other. Each round consists of a preparation phase and a combat phase.
[0089] Preparation phase for each round:
[0090] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area;
[0091] 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.
[0092] 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.
[0093] 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.
[0094] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own chess piece;
[0095] Card types include: at least one of chess piece cards, equipment cards, effect cards and player cards. The player object can perform preparation operations with different functions by playing different chess piece cards. This step includes at least one of the following steps: (1) Step 362: In response to the playing operation of the chess piece card, a preparation operation related to at least one chess piece of the player is performed in the chessboard area; (2) Step 364: In response to the playing operation of the equipment card, all or part of the chess pieces in at least one chess piece are equipped with virtual equipment; (3) Step 366: In response to the playing operation of the effect card, a preparation operation of adding an effect to at least one factor in the game is performed; (4) Step 368: In response to the playing operation of the player card, a preparation operation related to at least one factor in the game is performed.
[0096] 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.
[0097] Regarding step 362 (chess card): 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 own chess piece is added to the board area. The first own chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first own chess piece is a chess piece that has not been summoned to the board area. That is, when the first own chess piece does not already exist in the board area, in response to a play operation on the first chess piece card, the first own chess piece is added to the board area. In response to the play operation on the first chess piece card, at least two candidate chess squares are displayed in the board area, along with a first indicator element corresponding to the first chess piece card. The first indicator element includes at least one of a reduced size of the first chess piece card, the first own chess piece, and a first indicator arrow. In response to a drag operation on the first indicator element to a first candidate chess square, the first own chess piece is added to the first candidate chess square. The first candidate chess square is one of the at least two candidate chess squares. 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.
[0098] Taking the example of the first chess piece card being the fourth card in Figure 10, and referring to Figure 11, in response to a drag operation on the first chess piece card, a first own chess piece 17 and a first indicator arrow 18 are displayed. The first own chess piece 17 is a three-dimensional chess piece that slides following the real-time position of the drag operation; the starting point of the first indicator arrow 18 is the position of the first chess piece card before it is played, and the end point is the real-time position of the drag operation. When the release position of the drag operation is the first candidate chess square, the first own chess piece 17 is summoned to the first candidate chess square. Based on Figure 11, it can be seen that the interactive method eliminates 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 a single display area and improving the efficiency of human-computer interaction.
[0099] 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 board area, the chess piece level of the second local chess piece is upgraded in the board area. The second local chess piece is the chess piece corresponding to the second chess piece card. The play operation on the second chess piece card can also be a drag operation. However, since the second local chess piece already exists in the board area, the release position of the drag operation can be completed anywhere in the board area, and the drag operation does not need to be precisely dragged to the second local chess piece.
[0100] Regarding step 364 (equipment card): 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-size equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow. In response to a drag operation of dragging the second indicator element to a second own chess piece, the virtual equipment is equipped on the second own chess piece; wherein the second own chess piece is already in the chessboard area.
[0101] Regarding step 366 (Effect Cards): In some embodiments, the cards in the hand area include effect cards. In response to playing an 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. Effect cards can be divided into two categories based on the objects of their effect: (1) Type 1: adding an effect to the own chess pieces in the chessboard area; (2) Type 2: adding an effect to the card acquisition process.
[0102] 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.
[0103] For step 368 (chess player card): in response to the playing operation of the chess player card, perform at least one of the following preparation operations: the increase of one's own chess piece, the reduction of one's own chess piece, the upgrading of one's own chess piece, adding effects for one's own chess piece, wearing props for one's own chess piece, the operation relevant to card acquisition, the operation relevant to card selling, the operation relevant to card exchange, the operation relevant to subsequent rounds, and the operation relevant to the life value of one's own player object. That is, the function of the chess player card is quite special, and can be any function among chess piece card, equipment card, and effect card, or can be the function relevant to the card acquisition process, or can be the function relevant to the life value of the chess player. In different design implementations, as long as it is a function that can affect a certain factor in the game match, it may be designed as the function of the chess player card.
[0104] During the preparation phase, the player object can also use at least one of the following functions: card exchange, card deletion, and player level upgrade. (1) Card exchange function: During the preparation phase, the player object can also exchange one or more cards in the hand area. By clicking the card exchange button to exchange one or more cards, card exchange consumes energy. For example, cards can only be exchanged once per round, and multiple cards can be exchanged at a time. Not rotating several cards consumes 1 energy. (2) Card deletion function: During the card playing process, dragging a card to a designated location can delete or sell the card. The resources consumed by the deleted card cannot be recycled, or a portion can be recycled or a fixed amount of energy can be recycled. For example, each card deleted can obtain 1 energy point. (3) Player level upgrade function: The player object obtains a certain amount of energy in each round. The energy not used in this round can be accumulated to the next round, and the energy can be used to upgrade the player level. The higher the player level, the higher the quality of the cards drawn each round, and new abilities such as talents and purchasable equipment will also be unlocked. Optionally, the upgrade button 15 may display quality indicators of different colors. As the player level increases, the quality indicator corresponding to the current player level will light up, indicating the quality of the cards available at the current player level. The quality indicator can be, for example, a small rounded rectangle as shown in FIG12 , or other shapes or forms. For example, if the player object is at player level 1, 2, 3, 4, or 5, cards of quality 1, 2, 3, 4, or 5 will be unlocked, respectively.
[0105] The battle phase of each round:
[0106] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;
[0107] The automatic battle between your own and enemy chess pieces on the board requires no manual control from your own player. Instead, the client or server automatically controls the battle based on factors such as the chess pieces' positions on the board, their attributes, their levels, their skills, their attributes, and the combined enhanced attributes between them, until all of one side's pieces are defeated. Figure 13 shows a schematic diagram of the automatic battle between your own chess piece 17 and enemy chess piece 19 in a melee on the board. The movement, skill release, and other functions of the two chess pieces during the battle do not require manual control from the player.
[0108] Battle settlement phase:
[0109] 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.
[0110] Both the player object and the enemy player object have health points. At the end of a round, the losing player object's health points are deducted by a certain amount. This amount can be determined based on the number of pieces remaining on the winning side or can be a fixed value. When the health points reach zero, the player is eliminated from the current game. If the health points have not yet reached zero, the player begins the next round of turn-based combat in the current game, continuing to fight one of the n player objects until they are eliminated, or, as the last player standing, they win the current game.
[0111] In some embodiments, damage settlement is determined based on the number of chess pieces remaining on the winning side. Figure 14 shows an animation effect showing the health of a virtual chess character 61, a losing side, with only one enemy chess piece 19 remaining. A health bar can be displayed above the head of the virtual chess character 61. Referring to Figure 15 , the settlement interface displays settlement information for the current game. This information includes player rankings, each player's player, lineup, and piece type.
[0112] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various preparation operations into the process of playing multiple cards, eliminating the concept of a store. Players no longer need to interact multiple times between multiple sub-areas on the traditional battle interface, such as the store, chess preparation area, and chess battle area, to complete the acquisition, upgrade, and battle of chess pieces. The traditional chess piece purchase process, which requires users to actively select chess pieces, is replaced by a passive reception of distributed cards. The game system replaces some of the user's tedious operations. Users only need to use the same card playing operations as card games to complete various preparation operations, thereby improving the efficiency of human-computer interaction. In particular, when operating a turn-based chess game on a small-screen terminal such as a mobile phone or tablet, players can complete various preparation operations based on the limited operations in the hand card area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction. The method provided in this embodiment uses chess piece cards to eliminate the traditional Auto Chess shop based on the gameplay characteristics of the cards. This replaces the tedious process of requiring users to purchase the desired chess pieces from dozens of available pieces in the shop with a process where the game system automatically distributes a few cards to the player, eliminating the need for users to manually select cards. This reduces the number of interactive operations required to obtain chess pieces and the amount of information users need to process. The method provided in this embodiment uses effect cards to eliminate the effect buttons or controls in traditional Auto Chess, eliminates the jungle phase in traditional Auto Chess through equipment cards, and incorporates the gameplay characteristics of the relevant players through player cards. Based on different types of cards, the different mechanics of turn-based chess games are simplified into the card-playing process. This reduces the number of user interface elements required to be displayed on the battle interface, reduces the time users spend actively searching for relevant function entries, simplifies the operation difficulty of the player object, and improves the efficiency of human-computer interaction for the player object.
[0113] In combination with the above overall introduction to turn-based chess games, Figure 16 is a flowchart of a method for displaying the arrangement of virtual chess pieces provided in an embodiment of the present application. The method is illustrated by applying it to the first terminal shown in Figure 1 as an example. The method includes steps 1610 to 1630.
[0114] Step 1610: Display a virtual game interface of the first account in the turn-based chess game.
[0115] Among them, the virtual game interface includes a first chessboard area, and the first chessboard area includes virtual chess pieces of the first account. The virtual chess pieces in the first chessboard area are used to participate in a turn-based virtual battle based on the match arrangement.
[0116] In some embodiments, the virtual game interface also includes a hand area, which displays at least one card, and the card is used to deploy virtual chess pieces in the first chessboard area. Optionally, the cards in the hand area include chess card cards, and the chess card cards correspond to virtual chess pieces. The virtual chess pieces can be displayed in the virtual game interface in the form of virtual characters, virtual objects, virtual elements, or virtual heroes. In a certain round of virtual battle, if the virtual battle process is displayed from the perspective of the first account, the virtual chess pieces owned by the accounts participating in the battle (including the first account and the game account) will automatically fight according to the arrangement of the virtual chess pieces on the first chessboard area. For example, in the first round of virtual battle, the first account and the second account are matched to perform a virtual battle, which is described from the perspective of the first account.
[0117] The player with the first account uses the cards in the first account's hand area to place virtual chess pieces A and B on the first chessboard area. The player with the second account uses the cards in the second account's hand area to place virtual chess pieces C and D on the first chessboard area. The arrangement of virtual chess pieces A and B is different from the arrangement of virtual chess pieces C and D. During the virtual battle, if there is a matching relationship between virtual chess pieces A and C, then virtual chess pieces A and C will automatically battle against each other. If there is a matching relationship between virtual chess pieces B and D, then virtual chess pieces B and D will automatically battle against each other.
[0118] During a match, if a virtual chess piece defeats the currently competing virtual chess piece, the winning virtual chess piece can continue to assist virtual chess pieces on the same team and automatically battle against the remaining opponent virtual chess pieces. For example, virtual chess piece A automatically battles against virtual chess piece C, and virtual chess piece B automatically battles against virtual chess piece D. When virtual chess piece A defeats virtual chess piece C, but the battle between virtual chess piece B and virtual chess piece D has not yet ended, virtual chess piece A will automatically assist virtual chess piece B and attack virtual chess piece D. As an example, as shown in Figure 17, Figure 17 is a schematic diagram of a virtual game interface for a first account. Virtual game interface 1700 displays a virtual avatar 1701 of the chess player corresponding to the first account, a hand area 1710, and a first chessboard area 1720. The hand area 1710 contains multiple chess card cards, which are used to deploy corresponding virtual chess pieces in the first chessboard area 1720. For example, hand area 1710 includes chess card A, chess card B, chess card C, and chess card D. These chess cards are owned by the first account and correspond to the following virtual chess pieces: virtual chess piece A, virtual chess piece B, virtual chess piece C, and virtual chess piece D. Optionally, after chess card A and chess card B are selected, virtual chess piece A and virtual chess piece B are placed into battle in first board area 1720.
[0119] Step 1620: In response to the arrangement display operation for the second account, the virtual chess piece arrangement of the second account is displayed in the first chessboard area.
[0120] The virtual chess piece arrangement of the second account is the arrangement of the virtual chess pieces of the second account in the second chessboard area, and the second chessboard area is the area displayed in the virtual game interface of the second account.
[0121] In some embodiments, during the preparation phase of the nth round of a virtual match, in response to a display operation for the second account, the second account's virtual chess piece arrangement is displayed in the first chessboard area. Where n is a positive integer. That is, during the preparation phase, the second account's virtual chess piece arrangement can be displayed in the first chessboard area of the first account.
[0122] Optionally, the first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display virtual chess pieces deployed by the first account, and the second sub-area is used to display virtual chess pieces deployed by other accounts, where the other accounts refer to accounts participating in the game in the turn-based chess game other than the first account. In response to an arrangement display operation for the second account, the second account's virtual chess piece arrangement is displayed in the second sub-area of the first chessboard area, wherein the second account's virtual chess piece arrangement is displayed in the second sub-area at a mirrored perspective of the second chessboard area. The difference between the first and second chessboard areas is that the first chessboard area is the screen displayed on the terminal screen logged in by the first account, that is, the chessboard area viewed from the perspective of the first account; the second chessboard area is the screen displayed on the terminal screen logged in by the second account, that is, the chessboard area viewed from the perspective of the second account. The display effect of the virtual chess pieces belonging to the same account in the chessboard area of different accounts presents a center mirror effect. That is, when the account perspective is switched, the center point of the chessboard area is used as the mirror flip point, and the virtual chess piece arrangement is center mirrored.
[0123] Schematically, as shown in Figure 18, Figure 18 is a schematic diagram of the virtual chess piece arrangement of a second account from different account perspectives. In Figure 18, the virtual chess piece arrangement of the second account includes virtual chess piece A and virtual chess piece D. Virtual chess piece A and virtual chess piece D are the virtual chess pieces deployed by the second account to the second chessboard area. Part 18-1 shows the display effect of the virtual chess piece arrangement of the second account in the first chessboard area 1810, and part 18-2 shows the display effect of the virtual chess piece arrangement of the second account in the second chessboard area 1820. The virtual chess piece arrangement of parts 18-1 and 18-2 is mirrored with the center point of the chessboard area as the reference. The first chessboard area 1810 and the second chessboard area 1820 have the same appearance, and only differ in perspective. It can be understood that the first chessboard area 1810 and the second chessboard area 1820 are the same chessboard area. When observed from the perspective of the first account, the chessboard area is called the first chessboard area 1810; when observed from the perspective of the second account, the chessboard area is called the second chessboard area 1820.
[0124] In some embodiments, the first account also places virtual chess pieces in the hand area. The display of the virtual chess pieces of different accounts in the first chessboard area before and after the terminal responds to the display operation for the second account is shown in FIG19 . In FIG19 , the virtual chess piece arrangement for the first account includes virtual pieces A, C, and D. The virtual chess piece arrangement for the second account includes virtual pieces B and E. Section 19-1 refers to the display of the first account's virtual chess piece arrangement in the first sub-area 1901 of the first chessboard area 1910 before the terminal responds to the display operation for the second account. Section 19-2 refers to the display of the first account's virtual chess piece arrangement in the first sub-area 1901 of the first chessboard area 1910 and the second account's virtual chess piece arrangement in the second sub-area 1902 of the first chessboard area 1910 after the terminal responds to the display operation for the second account. Part 19-3 refers to the display effect of the virtual chess pieces of the second account being arranged in the second chessboard area 1920.
[0125] That is, before and after the arrangement display operation for the second account is executed, the display effect of the first account's virtual chess piece arrangement in the first sub-area 1901 of the first chessboard area 1910 is the same. After the arrangement display operation for the second account is executed, a mirror image of the second account's virtual chess piece arrangement in the second chessboard area of the second account is projected and displayed in the first chessboard area 1910. The mirror image of the mirror image is based on the center point of the chessboard area (the first chessboard area 1910 or the second chessboard area 1920).
[0126] By executing a layout display operation for the second account, the second account's virtual chess piece arrangement can be directly displayed in the first chessboard area of the first account, eliminating the need for players to repeatedly switch account perspectives to observe the mirrored virtual chess piece arrangement, reducing the burden on computer operation and game screen lag. By directly simulating the screen during the battle phase, the first account player can directly observe the second account's virtual chess piece arrangement from the same perspective and make targeted adjustments to the first account's virtual chess piece arrangement, improving the player's human-computer interaction efficiency when arranging virtual chess pieces.
[0127] In some embodiments, depending on whether the first account and the second account simultaneously request to display each other's virtual chess piece arrangement, the contents displayed in the first chessboard area and the second chessboard area have a full mirroring / partial mirroring relationship.
[0128] For example, a first account and a second account are matched to perform a virtual battle in the nth round. After the terminal logged in with the first account detects an arrangement display operation for the second account, it displays the first account's virtual chess piece arrangement and the second account's virtual chess piece arrangement in the first chessboard area. If the terminal logged in with the second account detects an arrangement display operation for the first account, it displays the first account's virtual chess piece arrangement and the second account's virtual chess piece arrangement in the second chessboard area. In this case, the content displayed in the first chessboard area and the second chessboard area is completely mirrored. If the terminal logged in with the second account does not detect an arrangement display operation for the first account, it only displays the second account's virtual chess piece arrangement in the second chessboard area. In this case, the second account's virtual chess piece arrangement displayed in the second chessboard area is a mirror image of the second account's virtual chess piece arrangement displayed in the second chessboard area. That is, the content displayed in the first chessboard area and the second chessboard area is partially mirrored.
[0129] Optionally, types of the second account include but are not limited to the following.
[0130] (1) An account that is matched with the first account in the same virtual battle, that is, the first account and the second account will have a virtual battle in the nth round of the game; (2) Any account that has a hostile relationship with the first account; for example, there are eight player accounts matched to the same game competition, and the same competition includes four battlefields. Two player accounts matched to the same battlefield are fighting in a virtual battle. If the eight player accounts include the first account and the other seven accounts that have a hostile relationship with the first account, then the second account is any one of the other seven accounts; (3) An account that has a friend relationship with the first account; for example, the second account is playing a virtual game with other accounts, and the first account can provide battle suggestions to the player belonging to the second account by observing the virtual chess piece arrangement of the second account, helping the player belonging to the second account win, etc.; (4) An account marked by the first account; for example, if the second account ranks in the top ten among all player accounts in the game, the first account can mark the second account and observe the virtual chess piece arrangement of the second account to learn.
[0131] Optionally, an example is provided in which a first account and a second account are in a hostile relationship and are matched to the same battlefield. In response to the first account and the second account being matched to establish a battle relationship, a layout display indicator for the second account is displayed. In response to triggering the layout display indicator, the second account's virtual chess piece layout is displayed in the first chessboard area. For example, in the nth round of a virtual battle, the first account is matched to the second account to establish a battle relationship, and the second account's layout display indicator is displayed. In different rounds of the virtual battle, the first account will be matched against different accounts until the first account is defeated and logged off, exiting the virtual battle. In addition to the first chessboard area, the first account's virtual game interface also includes layout display indicators corresponding to the other accounts. The layout display indicator is used to display the virtual chess piece layouts of the other accounts on the first chessboard area of the first account without switching perspectives.
[0132] Optionally, the layout display identifier of the second account is used as an example for explanation. The types of layout display identifiers include but are not limited to: (1) the avatar identifier of the second account, such as a static image or animated image customized and uploaded by the player to which the second account belongs; an identifier automatically generated for the second account by the game system; (2) a layout display control corresponding to the second account, etc.
[0133] By displaying the arrangement display mark and detecting the triggering operation of the arrangement display mark, the virtual chess piece arrangement of the second account can be displayed, which can prompt and guide the player to view the virtual chess piece arrangement of the second account in a more eye-catching manner, thereby improving the efficiency of human-computer interaction.
[0134] Among them, the display mode of the arrangement display identifier includes but is not limited to (1) a permanent display mode: it is permanently displayed in the virtual game interface during the virtual game process (including the preparation stage and the battle stage); (2) a conditional trigger display mode: when an account meets the preset conditions, the arrangement display identifier corresponding to the account is displayed in the virtual game interface.
[0135] Displaying the layout display logo in a permanent manner can continuously prompt players and provide players with the freedom to view the virtual chess piece arrangement of different accounts. Players can observe the virtual chess piece arrangement of the account they will play against in the next round to adjust their own account's virtual chess piece arrangement and improve their winning rate. They can also observe the virtual chess piece arrangement of other accounts to gain inspiration or learn from it, thereby improving players' sense of participation and experience in the game, helping players to master and learn the gameplay of the Auto Chess game as quickly as possible, reducing the time spent on arranging virtual chess pieces, and improving human-computer interaction efficiency. Displaying the layout display logo in a conditional triggering display mode can increase the fun of the player's game process and reduce the operating burden of the computer equipment. When the layout display logo is displayed when the conditions are met, the length of time the logo information occupies the screen can be reduced, which to a certain extent reduces the occlusion of the screen, alleviates the problem of crowded screen display content, and reduces the consumption of computer resources when loading screen.
[0136] Here, an example is provided for explaining the above conditional triggering display method. For example, at the end of the i-th virtual match, the game system will predict the match account of each non-eliminated account in the i+1th virtual match. The match account layout display indicator will be displayed on the corresponding virtual match interface. i is a positive integer.
[0137] For example, after the first round of matches, the first account was not eliminated. The system predicts that the first account will engage in a virtual match with the second account in the second round. During the preparation phase for the second round, the layout display icon corresponding to the second account will be displayed in the first account's virtual match interface. If the layout display icon is triggered, the second account's virtual chess piece layout will be displayed in the first chessboard area of the first account. Similarly, during the preparation phase for the second round, the layout display icon corresponding to the first account will also be displayed in the second account's virtual match interface. If the layout display icon is triggered, the first account's virtual chess piece layout will be displayed in the second chessboard area of the second account.
[0138] Schematically, as shown in Figure 20, which illustrates the process of triggering a second account's virtual chess piece matchup layout, during the preparation phase, the first account's virtual game interface 2000 includes a layout display indicator 2001 corresponding to the second account. Triggering this layout display indicator 2001 displays the second account's virtual chess piece matchup layout 2002.
[0139] It is worth noting that the operation of displaying the second account's chess arrangement includes, but is not limited to, the aforementioned example of triggering the corresponding chess arrangement display indicator for the second account. In some embodiments, other methods may also be used. For example, the virtual game interface may include display areas corresponding to other accounts, and upon receiving a swipe operation on the display area for the second account's chess arrangement, the second account's virtual chess arrangement may be displayed in the first chessboard area. This embodiment is not limited to this.
[0140] Step 1630: In response to a change in the arrangement of virtual chess pieces of the second account in the second chessboard area, the arrangement of virtual chess pieces of the second account in the first chessboard area is updated.
[0141] The second account's virtual chess piece arrangement is displayed in the first chessboard area. This means that the content and changes displayed in the second account's second chessboard area are directly displayed in the first chessboard area in a mirrored perspective. The player corresponding to the first account can observe the second account's player adjusting the virtual chess piece arrangement in real time, and the first account's virtual chess piece arrangement is updated accordingly.
[0142] In some embodiments, in order to improve the fairness of the game, the display conditions of the virtual chess piece arrangement can be set. For example, when an arrangement display operation for the second account is detected, the virtual chess piece arrangement of the second account can be displayed on the first chessboard area while the virtual chess piece arrangement of the first account can be displayed on the second chessboard area.
[0143] In some embodiments, in order to improve the fairness of the game, there is a time threshold for each player to view the virtual chess piece arrangement of the opponent account. When the time threshold is exceeded, the display of the changes in the virtual chess piece arrangement of the opponent account in the player's own chessboard area is cancelled, so that the player can make the final adjustment to the virtual chess piece arrangement, avoid the premature disclosure of game results due to excessive transparency of information, and ensure the player's experience.
[0144] Optionally, during the preparation phase of the nth round of the virtual battle, in response to the remaining duration of the preparation phase being less than or equal to a duration threshold, the virtual chess piece arrangement of the second account is frozen. Freezing the display of the virtual chess piece arrangement of the second account maintains the currently displayed virtual chess piece arrangement of the second account unchanged. Even if the virtual chess piece arrangement of the second account in the second chessboard area changes, the virtual chess piece arrangement of the second account displayed in the first chessboard area does not change. In other words, the virtual chess piece arrangement of the second account displayed in the first chessboard area is no longer synchronously updated based on changes in the virtual chess piece arrangement of the second account in the second chessboard area.
[0145] For example, the total duration of the preparation phase is 2 minutes, with a duration threshold of 10 seconds. When only 10 seconds remain in the preparation phase, the second account's virtual chess piece arrangement is frozen and displayed. At this point, if the second account continues to change the virtual chess piece arrangement, the changes to the second account's virtual chess piece arrangement will no longer be displayed in the first chessboard area. This continues until the preparation phase ends and the battle phase begins. At this point, the second account's virtual chess piece arrangement is updated and displayed again, and the first and second accounts' respective virtual chess pieces automatically battle each other.
[0146] Schematically, Figure 21 shows a frozen display of a second account's virtual chess piece matchup. A countdown 2100 indicating the remaining duration of a stage is displayed in the virtual game interface. When countdown 2100 reaches a duration threshold (10 seconds), a prompt 2101 is displayed: "Frozen display of matchup." This example illustrates the second account continuing to adjust its virtual chess piece matchup after the virtual chess piece matchup has been frozen. The second account has a second virtual chess piece 2102 in play, which is in the first position 2110 during the frozen display and the second position 2120 during the game phase.
[0147] Optionally, in the preparation phase of the nth round of virtual battle, in response to the remaining duration of the preparation phase being less than or equal to a duration threshold, the virtual chess piece arrangement of the second account is canceled from being displayed.
[0148] For example, the total duration of the preparation phase is 2 minutes, with a duration threshold of 10 seconds. When only 10 seconds remain in the preparation phase, the second account's virtual chess piece arrangement is no longer displayed. At this point, if the second account continues to change the virtual chess piece arrangement, the second account's virtual chess piece arrangement and its change process will no longer be displayed in the first chessboard area. Until the preparation phase ends and the battle phase begins, the second account's virtual chess piece arrangement will be displayed again, and the first and second accounts' respective virtual chess pieces will automatically battle each other.
[0149] Freezing or canceling the display of the virtual chess piece arrangement within a time threshold can reduce the operational pressure and burden on players due to the high-frequency continuous adjustment of the virtual chess piece arrangement. In addition, there is no need to load the screen of the virtual chess piece arrangement changes in real time within the time threshold, saving computing resources.
[0150] In some embodiments, after freezing or canceling the display of the second account's virtual chess piece arrangement, if the second account adjusts the virtual chess piece arrangement, the terminal will display a corresponding change prompt animation to prompt the first account player. The change prompt animation does not directly display how the second account's virtual chess piece arrangement has changed. Optionally, in response to the preparation phase not being completed and the virtual chess piece arrangement in the second chessboard area of the second account changing, the change prompt animation is displayed while keeping the second account's virtual chess piece arrangement in the first chessboard area unchanged. The change prompt animation is used to indicate that the second account's virtual chess piece arrangement has changed.
[0151] In some embodiments, the first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces deployed by the first account, and the second sub-area is used to display the virtual chess pieces deployed by other accounts. After viewing the virtual chess piece matchup arrangement of the second account through the arrangement display operation, the player can also switch the content displayed in the second sub-area to the virtual chess piece matchup arrangement of the other accounts through a swipe operation. Optionally, in response to a swipe operation on the second sub-area, the virtual chess piece matchup arrangement of a third account is displayed in the second sub-area. The virtual chess piece matchup arrangement of the third account is the matchup arrangement of the virtual chess pieces deployed by the third account to the third chessboard area, which is the area displayed in the virtual game interface of the third account. Optionally, in response to a swipe operation on the account list in the virtual game interface, the virtual chess piece matchup arrangement of the third account is displayed in the second sub-area. The account list includes multiple accounts, including the second and third accounts.
[0152] It is worth noting that the third account can be any player account that is different from the second account and the first account, and this embodiment does not limit this. By sliding to switch the displayed content, players can more conveniently view the virtual chess pieces of multiple accounts, thereby improving the efficiency of human-computer interaction.
[0153] In some embodiments, to increase player interest during the game and avoid premature disclosure of game results due to overly transparent virtual chess piece placements, a prediction can be made regarding the account that a first account will play against in the next virtual round, and the virtual chess piece placements corresponding to the multiple predicted accounts can be displayed. Alternatively, a portion of the virtual chess piece placements for the account that will play against the first account in the next round can be displayed. This ensures that players are adequately informed about the progress of the game while maintaining a sense of mystery regarding the outcome. Optionally, during the preparation phase for the nth round of the virtual match, in response to a placement display operation for two candidate accounts, the virtual chess piece placements for the two candidate accounts are displayed in the first chessboard area, where the two candidate accounts include the target account that will play against the first account in the nth round of the virtual match. Optionally, the virtual chess piece placement for the second account includes multiple virtual pieces, and when displaying the virtual chess piece placement for the second account, at least one of the multiple virtual pieces is hidden; alternatively, when displaying the virtual chess piece placement for the second account, at least one of the multiple virtual pieces is replaced with a pre-set virtual element. That is, when the virtual chess pieces of the real dad account are arranged against each other, a part of the multiple virtual chess pieces are displayed, and the remaining virtual chess pieces are replaced by preset virtual elements.
[0154] The forms of the preset virtual elements include, but are not limited to: (1) outline virtual elements, such as displaying only the outline of the virtual chess piece at that position without displaying its specific shape; (2) virtual elements generated by the system, such as two-dimensional / three-dimensional virtual elements; (3) virtual elements customized by the second account player, such as player portraits, player names, etc.; (4) special effect virtual elements, such as blurring the virtual chess piece at that position, etc. This embodiment does not limit this.
[0155] In summary, the method provided herein provides a virtual game interface for a first account, comprising a first chessboard area for the first account, which includes the first account's virtual chess pieces. In response to a display operation for a second account, the second account's virtual chess piece matchup layout can be intuitively displayed in the first chessboard area of the first account. This eliminates the need to repeatedly switch perspectives to directly observe virtual chess piece matches for different accounts, simplifying the process of viewing virtual chess piece matches and improving the efficiency of human-computer interaction. Furthermore, since the game screen does not need to be repeatedly loaded, computing resources are conserved, game screen lag is reduced, and the burden on the computer's operating process is reduced. Furthermore, compared to related art methods in which a player switches to another player's perspective to obtain chess piece layout information at a mirrored angle and then switches back to their own perspective, the method of the present embodiment can intuitively display the opponent's virtual chess piece matchup layout in the first chessboard area of the player's own view. This improves the accessibility of chess piece layout information, reduces the burden on players to memorize and adjust the mirrored information, and thus improves the efficiency and accuracy of players' understanding of chess piece layout information.
[0156] In some embodiments, to better assist players in arranging virtual chess pieces and enabling them to obtain more information useful for virtual battles, when an operation is detected to display the arrangement of other accounts, in addition to displaying the virtual chess piece arrangement of the other accounts, other prompt information may also be displayed based on the virtual chess piece arrangement and the restraint relationship between the virtual chess pieces. Figure 22 is a flowchart of a method for displaying virtual chess piece arrangement provided by another embodiment of the present application, comprising the following steps.
[0157] Step 2210: Display a virtual game interface of the first account in the turn-based chess game.
[0158] The virtual game interface includes a hand area and a first chessboard area. The hand area displays at least one card, which is used to deploy virtual chess pieces to the first chessboard area. The virtual chess pieces in the first chessboard area are used to participate in turn-based virtual battles based on the matchup arrangement. The first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces deployed by the first account, and the second sub-area is used to display the virtual chess pieces deployed by other accounts.
[0159] Step 2220: In response to the arrangement display operation for the second account, the virtual chess piece arrangement of the second account is displayed in the second sub-area of the first chessboard area.
[0160] The second account's virtual chess piece matchup is the virtual chess piece matchup of the second account in the second chessboard area, which is the area displayed in the second account's virtual game interface. The second account's virtual chess piece matchup is displayed in the second sub-area, mirroring the second chessboard area. Other accounts include all types of accounts other than the first account, such as accounts with a hostile relationship with the first account, accounts matched with the first account in the same round, accounts with a friendly relationship with the first account, and accounts tagged by the first account.
[0161] Step 2230: Display matchup simulation information between the first sub-area and the second sub-area.
[0162] The matchup simulation information is used to characterize the restraint relationship between the virtual chess pieces in the first sub-area and the virtual chess pieces in the second sub-area in a matchup arrangement. The restraint relationship indicates the attributes, combat capabilities, and win rates of different virtual chess pieces. For example, the restraint relationship between virtual chess piece A and virtual chess piece B is: when the distance between virtual chess piece A and virtual chess piece B reaches a first distance threshold, virtual chess piece A can launch a ranged attack on virtual chess piece B.
[0163] In some embodiments, if the attributes of virtual chess pieces conflict, the attack capability of the restrained virtual chess piece during the virtual battle will be weakened, or the attack capability of the restraining virtual chess piece during the virtual battle will be enhanced. For example, the chess piece attributes of virtual chess piece A restrain the chess piece attributes of virtual chess piece B. That is, when virtual chess piece A and virtual chess piece B are in battle, if virtual chess piece A and virtual chess piece B have the same chess piece level, virtual chess piece A has a higher winning rate than virtual chess piece B.
[0164] In some embodiments, the first sub-area includes a first virtual chess piece, the second sub-area includes a second virtual chess piece, a matchup relationship exists between the first virtual chess piece and the second virtual chess piece, and the matchup simulation information includes an element indicating the restraint relationship between the first virtual chess piece and the second virtual chess piece. In the Auto Chess game, battles between virtual chess pieces are automatic, and the matchup relationship is used to indicate the automatic matching of virtual chess pieces for one-on-one, many-on-one, or many-on-many battles during the battle phase. For example, if a first account deploys the first and third virtual chess pieces, and a second account deploys the second and fourth virtual chess pieces, and there is a matchup relationship between the first and second virtual chess pieces, and a matchup relationship between the third and fourth virtual chess pieces, then during the battle phase, the first and second virtual chess pieces will automatically battle, and the third and fourth virtual chess pieces will automatically battle. If a virtual chess piece wins or is eliminated, the winning virtual chess piece can automatically join its own virtual chess piece to battle against the enemy virtual chess piece. For example, if a first virtual chess piece and a second virtual chess piece are battling each other, and the first virtual chess piece wins and the second virtual chess piece is eliminated, and the third and fourth virtual chess pieces are still tied, the first virtual chess piece can join the third virtual chess piece to jointly battle the fourth virtual chess piece. Displaying matchup simulation information between the sub-areas of virtual chess pieces on different accounts helps players obtain favorable information in a timely manner, improving their game win rate. Compared to players observing and summarizing the information themselves, this can improve the accuracy of players' results in obtaining chess piece matchup information, reduce the time spent on arranging virtual chess pieces, and improve the efficiency of human-computer interaction. This increases the diversity and richness of the screen content.
[0165] Optionally, the restraint relationship indication element includes but is not limited to the following forms of expression. (1) The restraint relationship indication element is expressed as an arrow element, the tail of the arrow is the restraining party's virtual chess piece, and the top of the arrow is the restrained party's virtual chess piece. For example, if the first virtual chess piece restrains the second virtual chess piece, the arrow element points from the first virtual chess piece to the second virtual chess piece; (2) The restraint relationship indication element is expressed as a color element, using the same color but different brightness to refer to a pair of virtual chess pieces with a restraint relationship. For example, if the first virtual chess piece restrains the second virtual chess piece, the outlines of the first virtual chess piece and the second virtual chess piece are displayed in red, but the brightness of the first virtual chess piece is greater than that of the second virtual chess piece; (3) The restraint relationship indication element is expressed as a text element, using the text of "restraining party" and "restrained party" for prompts. For example, if the first virtual chess piece restrains the second virtual chess piece, the outlines of the first virtual chess piece and the second virtual chess piece are displayed in red, but the brightness of the first virtual chess piece is greater than that of the second virtual chess piece. The text content "Restraining Party: Second Virtual Chess Piece" is displayed following the first virtual chess piece, and the text content is used to indicate that the first virtual chess piece is the restraining party and restrains the second virtual chess piece; the text content "Restrained Party: First Virtual Chess Piece" is displayed following the second virtual chess piece, and the text content is used to indicate that the second virtual chess piece is the restrained party and is restrained by the first virtual chess piece; (4) The restraint relationship indication element is expressed as a connecting line element, and the connecting line connects the virtual chess pieces with the restraint relationship, and the width of the connecting line decreases from the restraining party virtual chess piece to the restrained party virtual chess piece. For example, the first virtual chess piece restrains the second virtual chess piece, and the first virtual chess piece and the second virtual chess piece are connected by a solid / dashed connecting line, and the width of the connecting line is wider the closer it is to the first virtual chess piece.
[0166] Schematically, using the restraint relationship indicator element represented by an arrow element as an example, as shown in Figure 23, Figure 23 is a schematic diagram showing a restraint relationship indicator element between a first virtual chess piece and a second virtual chess piece. First virtual chess piece 2301 belongs to the first account, second virtual chess piece 2302 belongs to the second account, and first chessboard area 2300 also includes other virtual chess pieces: a third virtual chess piece and a fifth virtual chess piece belonging to the first account; and a fourth virtual chess piece belonging to the second account. The first sub-area of first chessboard area 2300 displays first virtual chess piece 2301, third virtual chess piece, and fifth virtual chess piece; the second sub-area of first chessboard area 2300 displays second virtual chess piece 2302 and fourth virtual chess piece. Among them, there is a restraint relationship between the first virtual chess piece 2301 and the second virtual chess piece 2302, and the first virtual chess piece 2301 restrains the second virtual chess piece 2302, then the restraint relationship indication element 2310 is displayed, which is expressed as an arrow element, and the direction of the arrow element is from the restraining party (first virtual chess piece 2301) to the restrained party (second virtual chess piece 2302).
[0167] It is worth noting that, in addition to the restraint relationship indicator element between the first virtual chess piece and the second virtual chess piece, the match simulation information may also include other types of indicator elements. For example, for virtual chess pieces belonging to the same camp, if there is a portable relationship between at least two virtual chess pieces, the portable relationship indicator element between at least two virtual chess pieces is displayed. Exemplarily, the first virtual chess piece and the third virtual chess piece belong to the first account camp. In the preparation stage, the first virtual chess piece and the third virtual chess piece are both displayed in the first sub-area, and there is a portable relationship between the first virtual chess piece and the third virtual chess piece. The first virtual chess piece can carry the third virtual chess piece for a virtual battle. In the process of the first virtual chess piece with other virtual chess pieces (such as the second virtual chess piece), the third virtual chess piece can withstand the attack from the second virtual chess piece for the first virtual chess piece, and automatically release the portable relationship between the third virtual chess piece and the first virtual chess piece when the damage to the third virtual chess piece reaches the upper limit. When a carryable relationship exists between the first virtual chess piece and the third virtual chess piece, a carryable relationship indication element is displayed as a prompt, prompting the player to place the first virtual chess piece and the third virtual chess piece in adjacent positions, such as, so that the distance between the first virtual chess piece and the third virtual chess piece is less than the carryable relationship binding threshold, so that the carryable relationship is successfully established between the first virtual chess piece and the third virtual chess piece.
[0168] It's worth noting that the forms of carry relationship indicators include, but are not limited to, the aforementioned arrows, colors, text, and connecting lines. However, carry relationship indicators are distinct from restraint relationship indicators. In other words, matchup simulation information can include multiple types of indicators, each with a different form to facilitate player differentiation.
[0169] Step 2240: In response to a first selection operation on the first virtual chess piece in the first sub-area, highlight the second virtual chess piece in the second sub-area.
[0170] In some embodiments, because virtual chess pieces have different shapes and occupy a certain area on the screen, when a large number of virtual chess pieces are arranged in the first chessboard area, the positions of the virtual chess pieces may partially overlap or block each other. If the player cannot directly find a virtual chess piece that matches the virtual chess piece based on its appearance, attributes, or other characteristics, the virtual chess piece that matches the virtual chess piece can be highlighted by receiving a selection operation on the virtual chess piece. By highlighting virtual chess pieces that have a matching pairing relationship, the player can quickly locate the target, master the gameplay, and make adaptive adjustments to the pairing arrangement of the virtual chess pieces, thereby improving the efficiency of human-computer interaction.
[0171] For example, a first virtual chess piece is included in the first sub-area, a second virtual chess piece is included in the second sub-area, a pairing relationship exists between the first virtual chess piece and the second virtual chess piece, and the first virtual chess piece restrains the second virtual chess piece. In response to a first selection operation on the first virtual chess piece, the second virtual chess piece that has a pairing relationship with the first virtual chess piece is highlighted in the second sub-area. The highlighting may include highlighting or magnifying the second virtual chess piece. For example, highlighting the second virtual chess piece means that the second virtual chess piece has a different brightness than the other virtual chess pieces.
[0172] In some embodiments, in order to accurately locate the second virtual chess piece that has a matching relationship with the first virtual chess piece, after detecting the first selection operation for the first virtual chess piece, the other virtual chess pieces except the second virtual chess piece can be blurred / blocked / cancelled. This embodiment is not limited to this. For example, the first account plays the first virtual chess piece and the third virtual chess piece, and the second account plays the second virtual chess piece and the fourth virtual chess piece. After selecting the first virtual chess piece, the second virtual chess piece and the first virtual chess piece are kept displayed, and the third virtual chess piece and the fourth virtual chess piece are displayed in a blurred / blocked / cancelled manner. Alternatively, after selecting the first virtual chess piece, the second virtual chess piece is kept displayed, and the first virtual chess piece, the third virtual chess piece and the fourth virtual chess piece are displayed in a blurred / blocked / cancelled manner.
[0173] In some embodiments, to improve fairness among players during competitive gaming, when an operation is detected to display the arrangement of other accounts, the virtual chess pieces of the other accounts are not directly displayed in their entirety in the first chessboard area of the first account. Instead, only the virtual chess pieces that have a matching relationship with the selected virtual chess pieces in the first account's battle are displayed as prompt information to assist players in arranging their virtual chess pieces. Figure 24 is a flow chart of a method for displaying virtual chess pieces with a matching relationship, provided in one embodiment of the present application, comprising the following steps.
[0174] Step 2410: Display a virtual game interface of the first account in the turn-based chess game.
[0175] The virtual game interface includes a hand area and a first board area. The hand area displays at least one card, which is used to deploy virtual chess pieces to the first board area. The virtual chess pieces in the first board area participate in turn-based virtual battles based on the matchup arrangement. The first board area includes a first sub-area and a second sub-area. The first sub-area displays the virtual chess pieces deployed by the first account, while the second sub-area displays the virtual chess pieces deployed by other accounts.
[0176] Step 2420: Display the virtual chess pieces of the first account in the first sub-area.
[0177] Among them, the virtual chess pieces put into battle by the first account include the first virtual chess piece.
[0178] Step 2430: In response to the second selection operation on the first virtual chess piece, a second virtual chess piece that has a matchup relationship with the first virtual chess piece is displayed in the second sub-area.
[0179] The second virtual chess piece is a virtual chess piece deployed in the second chessboard area of the second account, and is displayed in the second sub-area according to its position in the second chessboard area. The second virtual chess piece is one or more virtual chess pieces in the second account's virtual chess piece matchup arrangement. The second account's virtual chess piece matchup arrangement is the arrangement of chess pieces deployed by the second account in the second chessboard area, and the second chessboard area is the area displayed in the second account's virtual game interface.
[0180] Optionally, the virtual chess pieces deployed by the first account include: a first virtual chess piece and a third virtual chess piece, and the virtual chess pieces deployed by the second account include: a second virtual chess piece and a fourth virtual chess piece. There is a matchup relationship between the first virtual chess piece and the second virtual chess piece. In the auto chess game, the battles between the virtual chess pieces are automatic, and the matchup relationship is used to indicate that the virtual chess pieces are automatically matched for one-to-one / many-to-one / many-to-many battles during the battle phase. That is, since there is a matchup relationship between the first virtual chess piece and the second virtual chess piece, the first virtual chess piece and the second virtual chess piece will automatically battle each other during the battle phase. At this time, regardless of whether there is a matchup relationship between the third virtual chess piece and the fourth virtual chess piece, the third virtual chess piece and the fourth virtual chess piece will also automatically battle each other.
[0181] Optionally, the existence of a match-matching relationship between a first virtual chess piece and a second virtual chess piece is used as an example for illustration, and the types of match-matching relationships include but are not limited to the following: (1) There is a restraint relationship between the first virtual chess piece and the second virtual chess piece; for example, the chess piece attributes of the first virtual chess piece restrain the chess piece attributes of the second virtual chess piece, and the first virtual chess piece will lock the second virtual chess piece as a target for attack; (2) The distance between the first virtual chess piece and the second virtual chess piece on the chessboard area (the first chessboard area of the first account / the second chessboard area of the second account) meets the preset distance requirement; for example, during a battle, the chessboard area (i.e., the battle area) includes a plurality of chess squares of the same size, which are used to place virtual chess pieces that fight during the battle. If the distance between the first virtual chess piece and the second virtual chess piece does not exceed the size of two chess squares, the preset distance requirement is met, and the first virtual chess piece and the second virtual chess piece will automatically fight each other.
[0182] In some embodiments, a first virtual chess piece may restrain multiple virtual chess pieces entered by a second account, or the first virtual chess piece may meet a preset distance requirement with multiple virtual chess pieces entered by a second account. In this case, both the restraint relationship and the distance can be used as conditions to consider the matchup relationship between the first virtual chess piece and the virtual chess pieces entered by the second account. For example, among the virtual chess pieces entered by the second account, the virtual chess piece that has a restraint relationship with the first virtual chess piece is selected as a candidate virtual chess piece, where the first virtual chess piece restrains the candidate virtual chess piece. The virtual chess piece closest to the first virtual chess piece among the candidate virtual chess pieces is determined as the second virtual chess piece. For example, among the virtual chess pieces entered by the second account, the virtual chess piece whose distance from the first virtual chess piece meets the preset distance requirement is selected as a candidate virtual chess piece. If any of the candidate virtual chess pieces has a restraint relationship with the first virtual chess piece, the virtual chess piece is determined as the second virtual chess piece. If there is no virtual chess piece that forms a restraining relationship with the first virtual chess piece among the candidate virtual chess pieces, the virtual chess piece closest to the first virtual chess piece among the candidate virtual chess pieces is determined as the second virtual chess piece.
[0183] Schematically, as shown in Figure 25, Figure 25 is a schematic diagram of displaying a second virtual chess piece in the second sub-area after selecting the first virtual chess piece. Optionally, the terminal has detected an arrangement display operation for the second account. The first chessboard area 2500 includes a first sub-area 2510 and a second sub-area 2520, and the first sub-area 2510 contains the virtual chess pieces of the first account (that is, the virtual chess pieces of the first account are arranged), wherein the virtual chess pieces of the first account include the first virtual chess piece 2501, and the second sub-area 2520 is used to display the virtual chess pieces of the second account during the battle phase (that is, the virtual chess pieces of the second account are arranged). Before the second selection operation on the first virtual chess piece 2501 is detected, the virtual chess pieces of the second account are not displayed in the second sub-area 2520. After detecting the second selection operation on the first virtual chess piece 2501, since there is a second virtual chess piece 2502 among the virtual chess pieces played by the second account that forms a match relationship with the first virtual chess piece, the second virtual chess piece 2502 is displayed in the second sub-area 2520. In addition, a match identification mark 2503 between the first virtual chess piece 2501 and the second virtual chess piece 2502 is displayed. The match identification mark 2503 is used to indicate that there is a match relationship between the first virtual chess piece 2501 and the second virtual chess piece 2502. The types of match identification marks 2503 include but are not limited to: (1) color identification; (2) connecting line identification; (3) highlight identification, etc. This embodiment takes the match identification mark 2503 as a connecting line identification as an example for explanation.
[0184] After the terminal detects the display operation for the second account's virtual chess piece arrangement, it displays the second account's virtual chess piece arrangement in the first chessboard area. The player of the first account can adjust the first account's virtual chess piece arrangement accordingly based on the second account's virtual chess piece arrangement to win the game.
[0185] In some embodiments, because virtual chess pieces have different shapes and occupy a certain area on the screen, when there are a large number of virtual chess pieces arranged in the first chessboard area, the positions of the virtual chess pieces may partially overlap or block each other. As a result, players may not be able to directly identify virtual chess pieces that play a significant role in the opponent's virtual chess piece arrangement based on their appearance, attributes, and other characteristics (a significant role means that the virtual chess piece has a higher combat level, a higher win rate, or has attributes that restrain the opponent's virtual chess piece). Alternatively, for novice players unfamiliar with the game of Auto Chess, even if novice players can view the opponent's virtual chess piece arrangement, they are generally unable to effectively utilize this arrangement information.
[0186] Therefore, more functions and prompt information can be provided to players based on this. The following two examples are provided, in which the first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts. The second sub-area contains a second virtual chess piece.
[0187] (1) Exemplarily, in response to an arrangement display operation for a second account, the second account's virtual chess piece arrangement is displayed in the second sub-area of the first chessboard area. In response to a third selection operation for the second virtual chess piece, a third virtual chess piece that has a matchup gain relationship with the second virtual chess piece is highlighted in the second sub-area.
[0188] The third virtual chess piece is a virtual chess piece deployed in the second chessboard area of the second account, and the third virtual chess piece is displayed in the second sub-area according to its position in the second chessboard area. The gain relationship between virtual chess pieces means that there are at least two virtual chess pieces belonging to the same camp. When the arrangement of these virtual chess pieces meets the preset gain requirements, they can improve their own combat ability and winning rate in virtual battles. After the first account player selects the second virtual chess piece deployed by the second account, he can view the position and type of the third virtual chess piece that has a gain relationship with the second virtual chess piece, and make corresponding adjustments to the first account's virtual chess piece arrangement.
[0189] Schematically, Figure 26 is a diagram illustrating adjusting the matchup arrangement of virtual chess pieces for a first account. A first sub-area 2610 contains a first virtual chess piece 2601 and a fourth virtual chess piece 2604. A second sub-area 2620 contains a second virtual chess piece 2602 and a third virtual chess piece 2603, which have a matchup gain relationship. A matchup gain indicator 2630 is located between the second virtual chess piece 2602 and the third virtual chess piece 2603. The first virtual chess piece 2602 is dragged from its first position to a second position, where the second position is adjacent to the third position of the fourth virtual chess piece 2604 in the first sub-area 2610.
[0190] (2) Exemplarily, in response to an arrangement display operation for the second account, the second account's virtual chess piece arrangement is displayed in the second sub-area of the first chessboard area. In response to a fourth selection operation for the second virtual chess piece, a target card is highlighted in the hand area. The target card is used to place the target virtual chess piece in the first chessboard area, and a match relationship exists between the target virtual chess piece and the second virtual chess piece.
[0191] The target card is a chess piece card that is already in the hand area of the first account but has not been put into battle. Displaying the target card in a highlighted manner can provide a prompt to the player. There is a match between the target virtual chess piece corresponding to the target card and the second virtual chess piece. If the target virtual chess piece is put into battle in the first chessboard area, the target virtual chess piece and the second virtual chess piece will automatically fight each other during the battle phase.
[0192] Through the above two examples, players can be assisted in capturing key information in a timely manner and use the virtual chess piece arrangement information more efficiently after obtaining it, thereby improving the player experience and human-computer interaction efficiency.
[0193] FIG27 is a block diagram of a device for displaying a virtual chess piece matchup arrangement provided by an exemplary embodiment of the present application. As shown in FIG27 , the device includes the following components: a game interface display module 2710 for displaying a virtual game interface of a first account in a turn-based chess game, the virtual game interface including a first chessboard area, the first chessboard area including virtual chess pieces deployed by the first account, and the virtual chess pieces in the first chessboard area being used to participate in a turn-based virtual battle based on the matchup arrangement; an arrangement display module 2720 for displaying the virtual chess piece matchup arrangement of the second account in the first chessboard area in response to an arrangement display operation for the second account, the virtual chess piece matchup arrangement of the second account being the matchup arrangement of the virtual chess pieces deployed by the second account in the second chessboard area, the second chessboard area being the area displayed in the virtual game interface of the second account; and an update display module 2730 for updating the virtual chess piece matchup arrangement of the second account in the first chessboard area in response to a change in the virtual chess piece matchup arrangement of the second account in the second chessboard area.
[0194] In some embodiments, the virtual game interface further includes a hand area, which displays at least one card, and the card is used to place a virtual chess piece in the first chessboard area.
[0195] In some embodiments, the arrangement display module 2720 is used to: in the preparation stage of the nth round of virtual battle, in response to the arrangement display operation for the second account, display the virtual chess piece arrangement of the second account in the first chessboard area, where n is a positive integer.
[0196] In some embodiments, the first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts; the arrangement display module 2720 is also used to respond to the arrangement display operation for the second account, and display the virtual chess piece arrangement of the second account in the second sub-area of the first chessboard area, wherein the virtual chess piece arrangement of the second account is displayed in the second sub-area at a mirror perspective of the second chessboard area.
[0197] In some embodiments, as shown in Figure 28, the device also includes: an element display module 2740, which is used to display matchup simulation information between the first sub-area and the second sub-area, wherein the matchup simulation information is used to represent the restraint relationship between the virtual chess pieces in the first sub-area and the virtual chess pieces in the second sub-area under the matchup arrangement.
[0198] In some embodiments, the first sub-area includes a first virtual chess piece, the second sub-area includes a second virtual chess piece, there is a matchup relationship between the first virtual chess piece and the second virtual chess piece, and the matchup simulation information includes an element indicating a restraint relationship between the first virtual chess piece and the second virtual chess piece.
[0199] In some embodiments, the element display module 2740 is further configured to highlight a second virtual chess piece in the second sub-area in response to a first selection operation on the first virtual chess piece in the first sub-area.
[0200] In some embodiments, the arrangement display module 2720 is also used to display the arrangement display identifier of the second account in response to the first account being matched with the second account to form a battle relationship in the nth round of virtual battle; in response to the triggering operation of the arrangement display identifier, the virtual chess piece arrangement of the second account is displayed in the first chessboard area.
[0201] In some embodiments, the first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts; the arrangement display module 2720 is also used to display the virtual chess pieces of the first account in the first sub-area, wherein the virtual chess pieces of the first account include the first virtual chess piece; in response to the second selection operation of the first virtual chess piece, a second virtual chess piece that has a matching relationship with the first virtual chess piece is displayed in the second sub-area, the second virtual chess piece is a virtual chess piece deployed in the second chessboard area of the second account, and the second virtual chess piece is displayed in the second sub-area according to its position in the second chessboard area.
[0202] In some embodiments, the device also includes: a freeze display module 2750, which is used to freeze the display of the virtual chess piece arrangement of the second account in the preparation stage of the nth round of virtual battle, in response to the remaining time of the preparation stage being less than or equal to the time threshold; or, in the preparation stage of the nth round of virtual battle, in response to the remaining time of the preparation stage being less than or equal to the time threshold, cancel the display of the virtual chess piece arrangement of the second account.
[0203] In some embodiments, the device also includes: a prompt animation display module 2760, which is used to display a change prompt animation in response to the fact that the preparation stage has not ended and the virtual chess piece arrangement of the second account in the second chessboard area has changed while keeping the virtual chess piece arrangement unchanged. The change prompt animation is used to indicate that the virtual chess piece arrangement of the second account has changed.
[0204] In some embodiments, the first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts; the second sub-area includes a second virtual chess piece; the element display module 2740 is also used to respond to a third selection operation on the second virtual chess piece, and highlight in the second sub-area a third virtual chess piece that has a matchup gain relationship with the second virtual chess piece. The third virtual chess piece is a virtual chess piece deployed in the second chessboard area of the second account, and the third virtual chess piece is displayed in the second sub-area according to its position in the second chessboard area.
[0205] In some embodiments, the first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts; the second sub-area includes the second virtual chess piece; the element display module 2740 is also used to highlight the target card in the hand area in response to the fourth selection operation on the second virtual chess piece, and the target card is used to put the target virtual chess piece into the first chessboard area, and there is a matching relationship between the target virtual chess piece and the second virtual chess piece.
[0206] In some embodiments, the first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display the virtual chess pieces of the first account, and the second sub-area is used to display the virtual chess pieces of other accounts; the arrangement display module 2720 is also used to display the virtual chess piece arrangement of the third account in the second sub-area in response to a sliding operation on the second sub-area, wherein the virtual chess piece arrangement of the third account is the arrangement of the virtual chess pieces of the third account in the third chessboard area, and the third chessboard area is the area displayed in the virtual game interface of the third account; or, in response to a sliding operation on the account list in the virtual game interface, the virtual chess piece arrangement of the third account is displayed in the second sub-area, and the account list contains multiple accounts, and the multiple accounts include the second account and the third account.
[0207] In some embodiments, the arrangement display module 2720 is also used to display the virtual chess piece arrangement of the two candidate accounts in the first chessboard area in response to the arrangement display operation for the two candidate accounts during the preparation stage of the nth round of virtual battle. The two candidate accounts are included in the target account for the virtual battle with the first account in the nth round of virtual battle.
[0208] In some embodiments, the virtual chess piece arrangement of the second account includes multiple virtual chess pieces; the arrangement display module 2720 is further used to hide at least one virtual chess piece among the multiple virtual chess pieces when displaying the virtual chess piece arrangement of the second account; or, when displaying the virtual chess piece arrangement of the second account, replace the display of at least one virtual chess piece among the multiple virtual chess pieces with a preset virtual element.
[0209] In summary, the device for displaying virtual chess piece matchups provided herein comprises a first account's virtual game interface including a first chessboard area, which includes the first account's virtual chess pieces. In response to a display operation for a second account's matchup, the second account's virtual chess piece matchup can be intuitively displayed in the first chessboard area. This eliminates the need to repeatedly switch perspectives to directly observe virtual chess piece matchups for different accounts, simplifying the viewing of virtual chess piece matchups and improving the efficiency of human-computer interaction. Furthermore, since the game screen does not need to be repeatedly loaded, computing resources are conserved, game screen lag is reduced, and the burden on the computer's operating system is reduced. Moreover, compared to the related art, in which the player switches to the perspective of other players to obtain chess piece arrangement information at a mirror angle and then switches back to his own perspective, the method of the embodiment of the present application can intuitively display the opponent player's virtual chess piece arrangement in its own first chessboard area, thereby improving the information accessibility of the chess piece arrangement information, which is conducive to reducing the burden of players to memorize and mirror-adjust the chess piece arrangement information, thereby improving the efficiency and accuracy of players in mastering the chess piece arrangement information.
[0210] FIG29 illustrates a block diagram of a computer device 2900 according to an exemplary embodiment of the present application. Computer device 2900 may be a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. Computer device 2900 may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other similar names.
[0211] Typically, the computer device 2900 includes: a processor 2901 and a memory 2902. The processor 2901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2901 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 memory 2902 may include one or more computer-readable storage media, which may be non-transitory. The memory 2902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2902 is used to store at least one instruction, which is used to be executed by the processor 2901 to implement the method for displaying the virtual chess piece arrangement provided in the method embodiment of the present application.
[0212] In some embodiments, the computer device 2900 also includes other components. Those skilled in the art will understand that the structure shown in Figure 29 does not constitute a limitation on the computer device 2900. It may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0213] An embodiment of the present application also provides a computer device, which includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor to implement a method for displaying a virtual chess piece arrangement as described in any of the above-mentioned embodiments of the present application.
[0214] An embodiment of the present application also provides a computer-readable storage medium, in which at least one instruction, at least one program, code set or instruction set is stored, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement a method for displaying a virtual chess piece arrangement as described in any of the above-mentioned embodiments of the present application.
[0215] The present application also provides a computer program product or computer program, which 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, causing the computer device to perform the method for displaying a virtual chess piece arrangement as described in any of the above embodiments.
[0216] Those skilled in the art will appreciate that all or part of the steps in the above embodiments may be implemented by hardware or by programs instructing the relevant hardware to perform the steps. The programs may be stored in a computer-readable storage medium, such as a read-only memory, a magnetic disk, or an optical disk. The above are merely optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included within the scope of protection of the present application.
Claims
1. A method for displaying a virtual chess piece arrangement, executed by a computer device, comprising: Displaying a virtual game interface of a first account in a turn-based chess game, the virtual game interface including a first chessboard area, the first chessboard area including virtual chess pieces deployed by the first account, the virtual chess pieces in the first chessboard area being used to participate in a turn-based virtual battle based on a matchup arrangement; In response to the arrangement display operation for the second account, displaying the virtual chess piece arrangement of the second account in the first chessboard area, where the virtual chess piece arrangement of the second account is the arrangement of the virtual chess pieces deployed by the second account in the second chessboard area, which is the area displayed in the virtual game interface of the second account; In response to a change in the arrangement of virtual chess pieces of the second account in the second chessboard area, the arrangement of virtual chess pieces of the second account in the first chessboard area is updated.
2. The method according to claim 1, wherein The virtual game interface further includes a hand area, wherein the hand area displays at least one card, and the card is used to place a virtual chess piece into the first chessboard area.
3. The method according to any one of claims 1 to 2, wherein: In response to the arrangement display operation for the second account, displaying the virtual chess piece arrangement of the second account in the first chessboard area includes: In the preparation stage of the nth round of virtual battle, in response to the arrangement display operation for the second account, the virtual chess piece arrangement of the second account is displayed in the first chessboard area, where n is a positive integer.
4. The method according to any one of claims 1 to 3, wherein: The first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display virtual chess pieces played by the first account, and the second sub-area is used to display virtual chess pieces played by other accounts; In response to the arrangement display operation for the second account, displaying the virtual chess piece arrangement of the second account in the first chessboard area includes: In response to the arrangement display operation for the second account, the virtual chess piece arrangement of the second account is displayed in the second sub-area of the first chessboard area, wherein the virtual chess piece arrangement of the second account is displayed in the second sub-area at a mirror perspective of the second chessboard area.
5. The method according to any one of claims 1 to 4, wherein: The method further comprises: Match simulation information is displayed between the first sub-area and the second sub-area, wherein the match simulation information is used to represent a restraint relationship between the virtual chess pieces in the first sub-area and the virtual chess pieces in the second sub-area in a match arrangement.
6. The method according to any one of claims 1 to 5, wherein: The first sub-area includes a first virtual chess piece, the second sub-area includes a second virtual chess piece, a matchup relationship exists between the first virtual chess piece and the second virtual chess piece, and the matchup simulation information includes an indication element of a restraint relationship between the first virtual chess piece and the second virtual chess piece.
7. The method according to any one of claims 1 to 6, wherein: The method further comprises: In response to a first selection operation on the first virtual chess piece in the first sub-area, the second virtual chess piece in the second sub-area is highlighted.
8. The method according to any one of claims 1 to 7, wherein: In response to the arrangement display operation for the second account, displaying the virtual chess piece arrangement of the second account in the first chessboard area includes: In response to the first account and the second account being matched to form a battle relationship, displaying an arrangement display indicator of the second account; In response to a triggering operation on the arrangement display mark, the virtual chess piece arrangement of the second account is displayed in the first chessboard area.
9. The method according to any one of claims 1 to 8, wherein: The first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display virtual chess pieces played by the first account, and the second sub-area is used to display virtual chess pieces played by other accounts; In response to the arrangement display operation for the second account, displaying the virtual chess piece arrangement of the second account in the first chessboard area includes: Displaying virtual chess pieces played by the first account in the first sub-area, wherein the virtual chess pieces played by the first account include the first virtual chess piece; In response to a second selection operation on the first virtual chess piece, a second virtual chess piece that has a matching relationship with the first virtual chess piece is displayed in the second sub-area, the second virtual chess piece is a virtual chess piece that is deployed in the second chessboard area of the second account, and the second virtual chess piece is displayed in the second sub-area according to its position in the second chessboard area.
10. The method according to any one of claims 1 to 9, wherein: In the preparation stage for the nth round of the virtual battle, after displaying the virtual chess piece arrangement of the second account in the first chessboard area in response to the arrangement display operation for the second account, the method further includes: In the preparation phase of the nth round of virtual battle, in response to the remaining duration of the preparation phase being less than or equal to a duration threshold, freezing the display of the virtual chess piece arrangement of the second account; or In the preparation phase of the nth round of virtual battle, in response to a remaining duration of the preparation phase being less than or equal to a duration threshold, the virtual chess piece arrangement of the second account is canceled from being displayed.
11. The method according to any one of claims 1 to 10, wherein: After freezing and displaying the virtual chess piece arrangement of the second account, the method further includes: In response to the fact that the preparation phase has not ended and the virtual chess piece arrangement of the second account in the second chessboard area has changed, a change prompt animation is displayed while keeping the virtual chess piece arrangement unchanged. The change prompt animation is used to indicate that the virtual chess piece arrangement of the second account has changed.
12. The method according to any one of claims 1 to 11, wherein: The first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display virtual chess pieces of the first account, and the second sub-area is used to display virtual chess pieces of other accounts; the second sub-area includes second virtual chess pieces; in response to the arrangement display operation for the second account, after displaying the virtual chess piece arrangement of the second account in the first chessboard area, the method further includes: In response to a third selection operation on the second virtual chess piece, a third virtual chess piece that has a matchup gain relationship with the second virtual chess piece is highlighted in the second sub-area, the third virtual chess piece is a virtual chess piece that is deployed in the second chessboard area of the second account, and the third virtual chess piece is displayed in the second sub-area according to its position in the second chessboard area.
13. The method according to any one of claims 1 to 12, wherein: The first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display virtual chess pieces of the first account, and the second sub-area is used to display virtual chess pieces of other accounts; the second sub-area includes second virtual chess pieces; in response to the arrangement display operation for the second account, after displaying the virtual chess piece arrangement of the second account in the first chessboard area, the method further includes: In response to a fourth selection operation on the second virtual chess piece, a target card is highlighted in the hand area, and the target card is used to deploy a target virtual chess piece to the first chessboard area. There is a matchup relationship between the target virtual chess piece and the second virtual chess piece.
14. The method according to any one of claims 1 to 13, wherein: The first chessboard area includes a first sub-area and a second sub-area; the first sub-area is used to display virtual chess pieces played by the first account, and the second sub-area is used to display virtual chess pieces played by other accounts; After displaying the virtual chess piece arrangement of the second account in the first chessboard area in response to the arrangement display operation for the second account, the method further includes: In response to a sliding operation on the second sub-area, displaying a virtual chess piece arrangement of a third account in the second sub-area, wherein the virtual chess piece arrangement of the third account is a match arrangement of virtual chess pieces deployed by the third account in a third chessboard area, and the third chessboard area is an area displayed in a virtual game interface of the third account; or In response to a sliding operation on the account list in the virtual game interface, a virtual chess piece arrangement of the third account is displayed in the second sub-area, where the account list includes multiple accounts, including the second account and the third account.
15. The method according to any one of claims 1 to 14, wherein: The method further comprises: In the preparation stage of the nth round of virtual battle, in response to the arrangement display operation for two candidate accounts, the virtual chess piece arrangement of the two candidate accounts is displayed in the first chessboard area, wherein the two candidate accounts include the target account for the virtual battle with the first account in the nth round of virtual battle.
16. The method according to any one of claims 1 to 15, wherein: The virtual chess piece arrangement of the second account includes a plurality of virtual chess pieces; and the method further includes: When displaying the virtual chess piece arrangement of the second account, at least one virtual chess piece among the multiple virtual chess pieces is hidden; or, when displaying the virtual chess piece arrangement of the second account, at least one virtual chess piece among the multiple virtual chess pieces is replaced by a preset virtual element.
17. A device for displaying a virtual chess piece arrangement, the device comprising: a game interface display module, configured to display a virtual game interface of a first account in a turn-based chess game, wherein the virtual game interface includes a first chessboard area, wherein the first chessboard area includes virtual chess pieces deployed by the first account, and wherein the virtual chess pieces in the first chessboard area are used to participate in a turn-based virtual game based on a matchup arrangement; an arrangement display module, configured to, in response to an arrangement display operation for a second account, display a virtual chess piece arrangement of the second account in the first chessboard area, wherein the virtual chess piece arrangement of the second account is a match arrangement of virtual chess pieces deployed by the second account in the second chessboard area, the second chessboard area being an area displayed in a virtual game interface of the second account; The updating display module is configured to update the arrangement of the virtual chess pieces of the second account in the first chessboard area in response to a change in the arrangement of the virtual chess pieces of the second account in the second chessboard area.
18. A computer device comprising a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the method for displaying a virtual chess piece arrangement according to any one of claims 1 to 16.
19. A computer-readable storage medium, wherein at least one program is stored in the storage medium, and the at least one program is loaded and executed by a processor to implement the method for displaying a virtual chess piece arrangement according to any one of claims 1 to 16.
20. A computer program product, comprising a computer program, wherein when the computer program is executed by a processor, the method for displaying a virtual chess piece arrangement according to any one of claims 1 to 16 is implemented.
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