Game interface display method and apparatus, computer device, and storage medium
By responding to the drag operation of virtual chess pieces in turn-based chess games and using target props to adjust the position of virtual chess pieces, the problem of poor interaction effect of adjusting virtual chess pieces is solved, and the player's interactive experience and operation fluency is improved.
Patent Information
- Application Number
- PCT/CN2025/075838
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-02-08
- Filing Date
- 2025-02-05
- Publication Date
- 2025-08-14
AI Technical Summary
In the prior art, the position adjustment interaction effect of virtual chess pieces in turn-based chess games is poor, resulting in poor player experience.
By responding to the dragging operation of virtual chess pieces in the game interface, using the target props to drag the virtual chess pieces to a designated position, enhancing the sense of participation and interaction of virtual chess players.
It improves the interaction effect between virtual chess players and players, improves the player's sense of substitution and operation experience, reduces lag and delay, and enhances the sense of participation in the layout of virtual chess pieces.
Smart Images

Figure CN2025075838_14082025_PF_FP_ABST
Abstract
Description
Game interface display method, device, computer equipment and storage medium
[0001] This application claims priority to Chinese patent application No. 202410178247.6, filed on February 8, 2024, entitled “Game interface display method, device, computer equipment and storage medium”, 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 game interface display method, apparatus, computer equipment, and storage medium. Background Art
[0003] A turn-based chess game is a multiplayer chess game. After the two opponents place their chess pieces on a virtual chessboard, the game application automatically controls the chess pieces on the virtual chessboard to fight and displays the results of the battle. The loser's health points are deducted, and the final ranking of the battle is determined according to the elimination order. Summary of the Invention
[0004] The embodiments of the present application provide a game interface display method, device, computer equipment, and storage medium, which can enhance the interaction between virtual chess players and players. The technical solution is as follows:
[0005] In one aspect, a method for displaying a game interface is provided, the method comprising:
[0006] Displaying a game interface of a turn-based chess game, wherein the game interface displays a virtual chessboard and a virtual chess player, and the virtual chessboard displays a first virtual chess piece of the virtual chess player;
[0007] In response to a drag operation on the first virtual chess piece, displaying in the game interface that the virtual chess player is dragging the first virtual chess piece through a target prop;
[0008] In response to the drag operation ending, the first virtual chess piece is displayed at a first position of the virtual chess board, where the first position is the position where the drag operation ends.
[0009] In another aspect, a game interface display device is provided, the device comprising:
[0010] A display module, configured to display a game interface of a turn-based chess game, wherein the game interface displays a virtual chessboard and a virtual chess player, and a first virtual chess piece of the virtual chess player is displayed on the virtual chessboard;
[0011] The display module is further configured to, in response to a drag operation on the first virtual chess piece, display, in the game interface, the virtual chess player dragging the first virtual chess piece through a target prop;
[0012] The display module is further configured to display the first virtual chess piece at a first position of the virtual chessboard in response to the end of the dragging operation, where the first position is the position where the dragging operation ends.
[0013] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the game interface display method described in the above aspects.
[0014] On the other hand, a computer-readable storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the operations performed by the game interface display method described in the above aspects.
[0015] On the other hand, a computer program product is provided, comprising a computer program, which, when executed by a processor, implements the operations performed by the game interface display method as described in the above aspects.
[0016] In the solution provided by the embodiment of the present application, in response to the dragging operation of the virtual chess piece on the virtual chess board, a picture of the virtual chess player dragging the virtual chess piece through the props can be displayed, so as to reflect the solution of the virtual chess player adjusting the layout of the virtual chess pieces on the virtual chess board through the target props. The movement of the virtual chess piece can accurately follow the player's operation, reducing the freeze and delay phenomenon, allowing the player to feel an extremely smooth operation experience, greatly improving the player's control efficiency of the virtual chess piece, and enhancing the virtual chess player's sense of participation in the process of adjusting the layout of the virtual chess piece, so that the player can adjust the position of the virtual chess piece on the virtual chess board by playing the virtual chess player, thereby improving the interaction effect between the virtual chess player and the player, improving the player's sense of substitution, and thus improving the player experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] FIG1 is a block diagram of a computer system according to an embodiment of the present application;
[0018] FIG2 is a flow chart of a method for interactively playing a turn-based chess game according to an embodiment of the present application;
[0019] FIG3 is a schematic diagram of an interface of a turn-based chess game provided by one embodiment of the present application;
[0020] FIG4 is a card diagram of a chess piece card provided by one embodiment of the present application;
[0021] FIG5 is a schematic diagram of an effect card provided by one embodiment of the present application;
[0022] FIG6 is a card diagram of an equipment card provided by one embodiment of the present application;
[0023] FIG7 is a card diagram of a chess player card provided by one embodiment of the present application;
[0024] FIG8 is a flow chart of a method for interactive play in a turn-based chess game according to an embodiment of the present application;
[0025] FIG9 is a schematic diagram of a player selection interface provided by one embodiment of the present application;
[0026] FIG10 is a schematic diagram of a game interface in the preparation phase according to an embodiment of the present application;
[0027] FIG11 is a schematic diagram of an interface for playing cards in the preparation phase according to an embodiment of the present application;
[0028] FIG12 is a schematic diagram of an upgrade process of an upgrade button provided by one embodiment of the present application;
[0029] FIG13 is a schematic diagram of an automatic engagement provided by an embodiment of the present application;
[0030] FIG14 is a schematic diagram of a game interface during a battle phase according to an embodiment of the present application;
[0031] FIG15 is a schematic diagram of a settlement interface provided by an embodiment of the present application;
[0032] FIG16 is a flowchart of a method for displaying a game interface according to an embodiment of the present application;
[0033] FIG17 is a flowchart of another game interface display method provided by an embodiment of the present application;
[0034] FIG18 is a schematic diagram of a game interface provided in an embodiment of the present application;
[0035] FIG19 is a flowchart of another method for displaying a game interface provided by an embodiment of the present application;
[0036] FIG20 is a flowchart of dragging a virtual chess piece provided by an embodiment of the present application;
[0037] FIG21 is a flowchart of another embodiment of the present application for dragging a virtual chess piece;
[0038] FIG22 is a schematic structural diagram of a game interface display device provided in an embodiment of the present application;
[0039] FIG23 is a schematic structural diagram of another game interface display device provided in an embodiment of the present application;
[0040] FIG24 is a schematic structural diagram of a terminal provided in an embodiment of the present application;
[0041] Figure 25 is a structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION
[0042] As used herein, the terms "first," "second," "third," "fourth," "fifth," "sixth," and the like may be used to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are used solely to distinguish one concept from another. For example, a first virtual chess piece may be referred to as a second virtual chess piece, and similarly, a second virtual chess piece may be referred to as a first virtual chess piece, without departing from the scope of this application.
[0043] As used herein, the terms "at least one," "a plurality," "each," and "any" include one, two, or more, "a plurality" includes two or more, "each" refers to each of the corresponding plurality, and "any" refers to any one of the plurality. For example, the plurality of virtual chess pieces includes three virtual chess pieces, and "each" refers to each of the three virtual chess pieces. "Any" refers to any one of the three virtual chess pieces, which may be the first virtual chess piece, the second virtual chess piece, or the third virtual chess piece.
[0044] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, storage, display, etc.), and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the virtual cards and game-related data involved in this application were obtained with full authorization.
[0045] In the related art, the positions of virtual chess pieces on the virtual chessboard can be adjusted before the game begins, but the current solution for adjusting the positions of virtual chess pieces has poor interactive effects.
[0046] First, the nouns involved in the embodiments of this application are introduced:
[0047] Turn-based chess games: These are chess games in which "virtual chess pieces" are arranged in advance before the game begins, and then automatically fight each other according to this arrangement during the game. These "virtual chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game is usually played in turns. When all of a team's "virtual chess pieces" are destroyed (i.e., their health points are reduced to zero), that team loses the round. In some embodiments, in addition to having "virtual chess piece-type virtual characters" for the game, each player character is also provided with a player character representing the current user participating in the game. The player character cannot be moved to the game area or the virtual chess piece candidate area as a "virtual chess piece". The player character is also provided with a health value (or blood volume). The health value of the player character is reduced accordingly (battle failure) or remains unchanged (battle victory) according to the result of each game. When the health value of the player character is reduced to zero, the user corresponding to the player character exits the game, and the remaining users continue to play. Optionally, the turn-based chess game includes Auto Chess.
[0048] Auto Chess: It is a multiplayer, turn-based competitive game featuring collectible heroes and virtual chess pieces. For example, there are eight or six players in the game, each occupying a space on the board. In each response, multiple players are divided into two groups, each consisting of two players, and the two players in the same group compete one-on-one. Each round of a game consists of two phases: the preparation phase and the battle phase. The preparation phase: users purchase virtual chess pieces (heroes) from the store and arrange their troops on the board. The battle phase: both teams lock their lineups, and the virtual chess pieces will automatically engage until all virtual chess pieces on one side are dead. The player who completely destroys all virtual chess pieces loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until the player's health points are ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).
[0049] Chessboard: refers to the area in the battle interface of a turn-based chess game used to prepare for and conduct battles. The chessboard can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard, and this application does not limit this.
[0050] The traditional Auto Chess board is divided into a battle area and a virtual chess piece candidate area. The battle area includes several equally sized squares, which are used to place virtual chess pieces that will be used during the battle. The virtual chess piece candidate area includes several candidate virtual chess piece positions, which are used to place candidate virtual chess pieces. These candidate virtual chess pieces do not participate in the battle during the game, but 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 virtual chess piece candidate area, but only includes the battle area.
[0051] Regarding the arrangement of the chess grids in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess grids, schematically, n is an integer multiple of 2, and two adjacent rows of chess grids are aligned, or two adjacent rows of chess grids 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 virtual 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 grid can be any one of square, rectangle, circle, and hexagon. The embodiments of the present application do not limit the shape of the chess grid.
[0052] Virtual cards: A common term for a gaming genre, originating from tabletop games. The difference lies in chess, where players manipulate virtual chess pieces directly, while virtual cards carry game content directly onto cards. Compared to virtual chess pieces, virtual cards are more convenient for carrying text descriptions, virtual card attribute information, and key values. "Cardization" involves converting hero resources into card resources, making it easier for players to read and categorize card effects, and to carry more diverse information.
[0053] Energy: A game resource. In this application, energy is defined as the resource used by players to play cards. When a virtual card is played, the energy corresponding to the value marked on the virtual card is consumed.
[0054] Virtual Equipment: In Auto Chess games, each virtual chess piece can typically wear three pieces of virtual equipment (or other virtual equipment). These virtual equipment provide the hero with attributes or effects such as attack power, defense, health, healing, penetration, and shield. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and receive virtual equipment dropped by them, which they then add to their inventory. Virtual equipment can also be combined individually, creating higher-quality virtual equipment.
[0055] Chess player: refers to a virtual character played by the player, also known as a virtual chess player. Each chess player has different special abilities that can help the player to play the game better.
[0056] 1 is a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .
[0057] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 may be a turn-based chess game program. When the first terminal runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. This 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 virtual chess pieces in the battle area of the chessboard. During the battle phase, first terminal 110 or server 120 automatically controls the virtual chess pieces based on their attributes, skills, and placement in the battle area.
[0058] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a turn-based chess game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be the client of an Auto Chess game. The second terminal 130 is used by a second user 132. During the preparation phase of a game, the second user 132 uses the second terminal 130 to place virtual chess pieces in the battle area of the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the virtual chess pieces based on their attributes, skills, and placement in the battle area.
[0059] Optionally, the virtual 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 virtual 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 each round the six user accounts are matched up in pairs, and the two matched user accounts play against each other on the same chessboard during that round.
[0060] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be the same or different device types, 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.
[0061] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (i.e., the user plays against the AI), or there may be six, eight, or more terminals. The present embodiment does not limit the number of terminals or device types.
[0062] FIG1 shows only two terminals, but in different embodiments, multiple other terminals 140 may be connected to the server 120. Optionally, one or more terminals 140 may be terminals corresponding to developers, and a client development and editing platform supporting a virtual environment may be installed on the terminal 140. The developer may edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 may then download the client installation package from the server 120 to update the client.
[0063] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0064] 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.
[0065] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store user account data used by the first terminal 110, the second terminal 130, and 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.
[0066] The embodiment of the present application provides a turn-based chess game (auto chess) based on card operations. Various complicated operations involved in traditional auto chess, such as store purchases, store upgrades, virtual chess piece preparations, virtual chess piece deployments, virtual chess piece upgrades, and virtual chess piece equipment additions, are 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.
[0067] FIG2 shows a flow chart of a method for interactive game play in a turn-based chess game provided by an exemplary embodiment of the present application. 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:
[0068] 201. Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area, wherein the hand area displays at least one card.
[0069] The game interface is where two players engage in turn-based chess games. Player objects can be understood as at least one of the following concepts: user, account, player, virtual player, or player avatar.
[0070] With reference to FIG3 , the game interface includes a board area 301 and a hand area 302 .
[0071] The chessboard area 301 is used to accommodate at least one virtual chess piece and at least one virtual enemy chess piece participating in the battle, and is equivalent to the area occupied by the virtual chessboard in the game interface. The chessboard area 301 includes a plurality of chess squares arranged in an array, which are always displayed or only displayed at certain times. Optionally, the chessboard area 301 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates the chessboard area 301 as a three-dimensional chessboard viewed from above. The three-dimensional chessboard in this article refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.
[0072] The hand area 302 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.
[0073] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 302. The order of arrangement can be determined based on at least one of the following factors: the time of draw, card type, number of cards of the same type, number of copies of the same card, and card quality. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. Exceeding this limit will result in the discarding of excess cards. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.
[0074] A round of a turn-based chess game includes multiple rounds, and each round includes a preparation phase and a battle phase.
[0075] 202. During the battle preparation phase, in response to a card play operation on at least one card, perform battle preparation operations related to the own side.
[0076] The playing operation refers to the operation of playing one or more cards held. Schematically, the playing operation is the operation of dragging a selected card toward the board area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing cards can also be provided, whereby the player object plays cards on behalf of the player in certain rounds, such as the client intelligently recommending playing cards for novice players in the first few rounds.
[0077] At least one local virtual chess piece is a virtual chess piece that participates in at least one round (including the current round). When the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional virtual chess piece and is displayed as a two-dimensional icon or a two-dimensional image; when the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece and is displayed as a three-dimensional model or a three-dimensional image. In the initial state, the number of local virtual chess pieces located in the chessboard area can be zero, and the local player object can add, delete, or supplement the chessboard area. The local virtual chess pieces that did not die in the previous round can be automatically inherited in the next round. Optionally, all the local virtual chess pieces in the previous round can be automatically inherited in the next round.
[0078] The display state of the selected card is different from the display state of the unselected card. Optionally, the selected card has a highlighting effect, which includes: a bold border, a highlighted border, a dynamic border, and the placement position in the card queue is moved a preset distance toward the board area.
[0079] The battle preparation operations include: increasing one's own virtual chess pieces, decreasing one's own virtual chess pieces, upgrading one's own virtual chess pieces, increasing equipment for one's own virtual chess pieces, decreasing equipment for one's own virtual chess pieces, and increasing at least one of the following effects:
[0080] Since different card types have different effects, a battle preparation operation is performed on at least one virtual chess piece of the player's side in the chessboard area based on the card type of the selected card.
[0081] During the preparation phase, the player object of the party prepares at least one virtual chess piece of the party in the chessboard area, and the enemy player object prepares at least one virtual chess piece of the enemy in the chessboard area.
[0082] 203. During the battle phase, the virtual chess pieces of the team and the virtual chess pieces of the enemy team are automatically engaged in battle in the chessboard area.
[0083] The automatic battle process between our virtual chess pieces and enemy virtual chess pieces in the chessboard area does not require manual control by our player objects. The client or server automatically controls the battle between the virtual chess pieces of both sides based on the chess square positions on the chessboard, virtual chess piece attributes, virtual chess piece levels, virtual chess piece skills, virtual chess piece attributes, joint enhancement attributes between virtual chess pieces, and other factors until all the chess pieces of one side are killed.
[0084] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of virtual chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.
[0085] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.
[0086] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0087] Virtual cards are classified into the following types:
[0088] In some embodiments, the card types of the virtual cards include at least one of: chess piece cards, effect cards, equipment cards, and player cards.
[0089] Chess Cards:
[0090] Chess card cards are virtual cards used to summon or upgrade virtual chess pieces on the chessboard. Figure 4 shows a schematic diagram of a chess card. The card displays at least one of the following information: a chess piece image 401, a chess piece name 402, the energy consumed when the card is played 403, the chess piece type or faction 404, the level the piece increases after playing the card 405, and a description of the additional effects of the piece 406.
[0091] The chess piece image 401 can be at least one of a head portrait, an icon, a bust, a full-length image, and a display animation of a virtual chess piece. In FIG4 , the chess piece image 401 is illustrated as a bust of a virtual chess piece.
[0092] The chess piece name 402 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.
[0093] Energy value 403 refers to the energy consumed when playing this chess card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities consume different amounts of energy when played. For example, five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively, when played.
[0094] Piece type 404 is a categorization attribute that identifies the role a piece plays during combat. In one example, different virtual pieces can be classified as at least one of the following: tank, warrior, assassin, mage, shooter, or support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual worldview. In one example, different virtual pieces can be classified as at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two virtual pieces belonging to the same Great Wall Guards in the virtual worldview both belong to the Great Wall Faction. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as examples of different categorization attributes.
[0095] The level 405 to which the virtual chess piece is upgraded after a card is played refers to the level to which the existing virtual chess piece with the same name (i.e., the same virtual chess piece) is upgraded after the card is played. For example, if level 405 is level 3 and the virtual chess piece with the same name was originally level 2, then after the card is played, the virtual chess piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the virtual chess piece with the same name to different levels after being played. For example, five different quality cards can upgrade the virtual chess piece with the same name to levels 1, 2, 3, 4, and 5, respectively, after being played.
[0096] The additional effect description 406 of the virtual chess piece is a description of the additional effect of the virtual chess piece. The additional effect can be triggered and take effect when the card is played, or it can take effect when a certain trigger condition is met during the game. For example, the exclusive skill of virtual chess piece 1 is as follows: when virtual chess piece 1 is on the board, whenever another virtual chess piece of the same side is sold in the chessboard area, a virtual chess piece of the same side with the virtual chess piece type of "tank" will be randomly selected and the virtual chess piece level of the randomly selected virtual chess piece will be increased by a first value, which is half the level of the sold virtual chess piece.
[0097] Effect Cards:
[0098] Effect cards are virtual cards used to apply an effect to at least one gameplay factor within a game. This at least one gameplay factor can include virtual chess pieces, skills, virtual equipment, amplification effects, levels, combat progress, and the process of obtaining virtual cards in hand. Figure 5 shows a schematic diagram of an effect card. The effect card displays at least one of the following information: an effect icon 501, an effect name 502, the energy consumed when the card is played 503, and a description of the effect card's effect 504.
[0099] The effect icon 501 may be an icon used to represent the benefit effect of the effect card, and is illustrated by an icon with a hexagonal outer frame in Figure 5. The effect name 502 is the name of the effect card or the name of the benefit effect.
[0100] Energy value 503 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.
[0101] The effect description 504 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:
[0102] 1. Increase the probability and / or quantity of chess cards obtained by your players;
[0103] 2. Increase the probability or number of players obtaining chess pieces with the same name as the virtual chess pieces on the field;
[0104] 3. Reduce the energy consumed by your players when acquiring chess pieces and cards;
[0105] 4. Increase the number of chess cards that your players can exchange for;
[0106] 5. Reduce the energy consumed by your players when exchanging chess cards;
[0107] 6. Improve the chess piece level of at least one virtual chess piece on the field;
[0108] 7. Add virtual equipment to at least one virtual chess piece on the field;
[0109] 8. Upgrade the equipment level of at least one virtual chess piece on the field;
[0110] 9. Reduce energy consumption when playing / changing cards;
[0111] 10. Increase the probability of obtaining certain cards;
[0112] 11. Increase the number of cards that can be obtained;
[0113] 12. Increase the chances of changing cards, and so on, I will not go into details here.
[0114] 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.
[0115] 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 range of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, only virtual pieces of a specific piece type can acquire, use, or benefit from a card. Faction effect cards are effect cards whose attributes are related to a faction. For example, only virtual pieces of a specific faction can acquire, use, or benefit from a card.
[0116] For example, a certain chess piece type effect card can only be obtained with a certain probability when a chess piece card of that chess piece type is played.
[0117] Equipment Cards:
[0118] An equipment card is a virtual card used to equip at least one virtual chess piece. Figure 6 shows a schematic diagram of an equipment card provided by an exemplary embodiment of the present application. The equipment card displays at least one of the following information: an equipment icon 601, an equipment name 602, the energy consumed when the card is played 603, and an equipment description 604.
[0119] Equipment icon 601 may be an icon representing the equipment's appearance or effect. FIG6 illustrates an example of an icon with a circular outer frame. Equipment name 602 is the name of the equipment card or the equipment itself. Different equipment can enhance the combat capabilities of your virtual chess piece or weaken the combat capabilities of enemy virtual chess pieces in various dimensions, such as health, armor, defense, and mana.
[0120] Energy value 603 refers to the amount of energy consumed when playing this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.
[0121] The equipment description 604 of the equipment card is used to describe the effect of the equipment after being worn.
[0122] Chess player cards:
[0123] Player cards are virtual cards acquired through the player skills of a player avatar. Player cards can be acquired through passive or active skills of the player avatar, cards that can only be acquired by a certain player avatar, cards that can only be used by a certain player avatar, cards that are exclusive to a certain player avatar, and so on, and this embodiment of the application does not limit this.
[0124] Figure 7 shows a schematic diagram of a chess player card provided by an exemplary embodiment of the present application. The chess player card displays at least one of the following information: a card icon 701, a chess player card name 702, an energy value consumed when the card is played 703, and a description of the effect of the chess player card 704.
[0125] Card icon 701 may be an icon used to represent a card effect. An icon with a hexagonal outer frame is used as an example in Figure 7. Player card name 702 is the name of the player card or the name of the effect.
[0126] Energy value 703 refers to the amount of energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.
[0127] The effect description 704 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, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon virtual chess pieces, upgrade virtual chess pieces, add equipment, add gain effects, reduce energy consumption, affect the acquisition process of the hand cards, and other forms of effects. The effect of the player card can be designed to affect any process or details in the game, and the embodiments of the present application are not limited to this.
[0128] Based on the introduction of the above four types of cards:
[0129] On the one hand, different types of cards have different functions. Piece cards can eliminate the shop in traditional Auto Chess based on the gameplay characteristics of the cards. Effect cards can eliminate the effect buttons or controls in traditional Auto Chess. Equipment cards can eliminate the jungle phase in traditional Auto Chess. Player cards can incorporate the gameplay characteristics of each player. By simplifying the different mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle screen, simplify the operation of the player object, and improve the efficiency of human-computer interaction for the player object.
[0130] On the other hand, compared with three-dimensional virtual chess pieces, two-dimensional cards cannot carry text information well because the text information that three-dimensional virtual chess pieces can carry is limited. The card characteristics of two-dimensional cards can naturally carry more text information and icon information. Therefore, compared with the three-dimensional virtual chess pieces in the traditional preparation stage, two-dimensional cards can increase the amount of information carried within the limited display range of small-screen terminals and improve information transmission efficiency.
[0131] 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.
[0132] How to obtain cards:
[0133] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:
[0134] Obtaining Condition 1: Start a new round of turn-based battle. Each time a new round of turn-based battle starts, you will receive a certain number of cards. For example, the first round of turn-based battle will draw 4 cards, and the subsequent rounds of turn-based battle will draw 2 cards.
[0135] Acquisition Condition 2: Use a pre-set chess piece card. Pre-set chess pieces are cards with additional abilities, such as drawing, adding, or duplicating cards. For example, a chess piece with the same name as a virtual chess piece on the field will grant an additional effect card when played.
[0136] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.
[0137] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.
[0138] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.
[0139] Acquisition condition 6: The player level of the chess player's virtual character is upgraded; after the chess player level is upgraded, higher quality or more cards can be unlocked.
[0140] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.
[0141] Obtaining condition 8: Purchase card operation.
[0142] Acquisition Condition 9: A preset player skill is triggered. Preset player skills are passive or active skills that have effects such as drawing, adding, or duplicating cards. For example, one player card can be drawn every two turns, or one player card can be drawn every three cards played.
[0143] 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.
[0144] 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:
[0145] Player selection phase:
[0146] 801. Select a virtual chess player character of your side, where the virtual chess player character is used to represent a virtual character that controls at least one virtual chess piece of your side.
[0147] Before each game begins, the player character selects their desired player avatar. Different player avatars have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors.
[0148] In some embodiments, different player skills have their own passive triggering mechanisms, allowing the player character to obtain cards with special effects. For example, a player's skill effect is: every time three chess cards are played, the player obtains a Treasure Player card. The effect of this Treasure Player card is: consume 1 energy point to increase the level of a designated virtual chess piece on the board by 2.
[0149] As shown in Figure 9, before starting a game, a player selection interface is displayed. This interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 901 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner. The virtual players selected by the other player objects are displayed in a conventional manner, seated, normal size, and distributed on both sides.
[0150] On the player selection interface, several candidate player avatars 902 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 903.
[0151] A player skill button 904 is also displayed on the player selection interface. In response to the player skill button 904 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.
[0152] Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects the player avatar, they can click the "Confirm" button 905 to enter the ready state.
[0153] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.
[0154] Preparation phase for each round:
[0155] 802. Display a game interface of a turn-based chess game, where the game interface includes a chessboard area and a hand card area.
[0156] With reference to Figure 10 , board area 1001 is used to place at least one virtual chess piece for one player and at least one virtual chess piece for the enemy player. Optionally, the upper half of board area 1001 is used to place at least one virtual chess piece for the enemy player, and the lower half of board area 1001 is used to place at least one virtual chess piece for one player. Hand area 1002 is used to display at least one card held by the player object. In the initial state or in certain situations (e.g., when all cards for the current round have been played), the number of cards displayed in hand area 1002 is zero.
[0157] Optionally, attribute information for the n player objects participating in the current game is also displayed in the upper left corner of the game interface. The attribute information includes at least one of a player nickname, a player portrait, player health, and a player level. A player skill button 1003 is displayed in the lower left corner of the game interface. A card swap button 1004 and an upgrade button 1005 are also displayed in the lower right corner of the game interface. The card swap button 1004 is used to replace one or more cards in the hand area 1002. The upgrade button 1005 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.
[0158] Optionally, an energy control 1006 is displayed on the game interface. Energy control 1006 is used to display the energy value of the player object. Energy is a game resource that may be used at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading the player level requires energy.
[0159] Optionally, an identification display area 1007 is also displayed on the game interface. Identification display area 1007 displays identifications of all players participating in the turn-based chess game. In identification display area 1007, the identifications of multiple players can be displayed in a random order or in descending order based on the number of wins of the multiple players in the current turn-based chess game. This embodiment of the present application is not limited to this.
[0160] Optionally, the order of the current round is displayed at the top of the game interface. Referring to Figure 10, the current stage is the preparation stage for the first round in the turn-based chess game.
[0161] 803. In response to the playing operation of at least one card, execute the preparation operation related to the own side.
[0162] Card types include: chess piece cards, equipment cards, effect cards, and player cards. Players can perform different functions of battle preparation operations by playing different chess piece cards. This step includes at least one of the following steps:
[0163] 8031. In response to a card-playing operation on a chess card, a battle preparation operation related to at least one virtual chess piece of one's side is performed in the chessboard area.
[0164] 8032. In response to a card-playing operation on an equipment card, equip all or part of at least one virtual chess piece with virtual equipment.
[0165] 8033. In response to a play operation on an effect card, perform a preparation operation to add an effect to at least one factor in the game.
[0166] 8034. In response to the card-playing operation on the player's card, perform a preparation operation related to at least one factor in the game.
[0167] 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 8031, 8032, 8033, and 8034 are executed in each round of turn-based battle may change, and this embodiment does not limit this.
[0168] For step 8031 (chess card):
[0169] In some embodiments, the cards in the hand area include a first virtual chess piece card. In response to a play operation on the first virtual chess piece card, a first local virtual chess piece is added to the board area. The first local virtual chess piece is the virtual chess piece corresponding to the first virtual chess piece card. In some embodiments, the first local virtual chess piece is a virtual chess piece that has not been summoned to the board area.
[0170] That is, when the first virtual chess piece does not exist in the chessboard area, the first virtual chess piece is added to the chessboard area in response to the play operation on the first virtual chess piece card.
[0171] In response to a play operation on a first virtual chess piece card, at least two candidate chess squares are displayed in the chessboard area, and a first indicator element corresponding to the first virtual chess piece card is displayed, the first indicator element including at least one of a reduced first virtual chess piece card, a first own virtual chess piece, and a first indicator arrow; in response to a drag operation of dragging the first indicator element to the first candidate chess square, the first own virtual chess piece is added to the first candidate chess square; wherein the first candidate chess square is one of the at least two candidate chess squares.
[0172] 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.
[0173] Taking the example of the fourth card in Figure 10 as the first virtual chess piece, and referring to Figure 11 , in response to a drag operation on the first virtual chess piece, a first own virtual chess piece 1101 and a first indicator arrow 1102 are displayed. First own virtual chess piece 1101 is a three-dimensional piece that slides in accordance with the real-time position of the drag operation. First indicator arrow 1102 starts at the position of the first virtual chess piece before it is played and ends at the real-time position of the drag operation. When the drag operation is released at the first candidate square, first own virtual chess piece 1101 is summoned to the first candidate square.
[0174] Based on Figure 11, it can be seen that this interaction method cancels the chess piece preparation area, and the hand card area takes into account both the chess piece acquisition and preparation functions, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.
[0175] In some embodiments, the cards in the hand area include a second virtual chess piece card. In response to a play operation on the second virtual chess piece card and a second local virtual chess piece already exists in the chessboard area, the chess piece level of the second local virtual chess piece is upgraded in the chessboard area, where the second local virtual chess piece is the virtual chess piece corresponding to the second virtual chess piece card.
[0176] Among them, the card-playing operation of the second virtual chess piece card can also be a drag operation, but since there is already a second virtual chess piece in the chessboard area, the release position of the drag operation can be completed at any position in the chessboard area, and it can take effect without the player object being accurately dragged to the second virtual chess piece.
[0177] For step 8032 (equip the card):
[0178] In some embodiments, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow.
[0179] In response to a dragging operation of dragging the second indicating element to the second own virtual chess piece, dressing the second own virtual chess piece with virtual equipment;
[0180] The second virtual chess piece of the own side is a virtual chess piece of the own side that already exists in the chessboard area.
[0181] For step 8033 (effect card):
[0182] In some embodiments, the cards in the hand area include effect cards. In response to a play operation on the effect card, an effect is added to at least one of the virtual chess pieces of the player's side, and / or an effect is added to the card acquisition process.
[0183] According to the objects of action, effect cards are divided into two categories:
[0184] Type 1: Adds effects to virtual chess pieces within the chessboard area;
[0185] Type 2: Adds effects to the card acquisition process.
[0186] In response to the play operation of the type 1 effect card, an effect is added to at least one virtual chess piece of the own side, such as increasing the gain exclusive to the chess piece type, and the joint gain when at least two chess pieces of the same camp are present at the same time.
[0187] In response to the play operation on the type 2 effect card, an effect is added to the card acquisition process, for example, two identical chess pieces are drawn consecutively.
[0188] For step 8034 (player card):
[0189] In response to the play operation on the player's card, at least one of the following preparation operations is performed:
[0190] Increasing your own virtual chess pieces, reducing your own virtual chess pieces, upgrading your own virtual chess pieces, adding effects to your own virtual chess pieces, equipping your own virtual chess pieces with props, operations related to card acquisition, operations related to card sales, operations related to card exchanges, operations related to subsequent rounds, and operations related to the health value of your own player object.
[0191] In other words, the function of a player card is relatively special. It can be any of the functions of a chess piece card, an equipment card, or an effect card. It can also be a function related to the card acquisition process, or a function related to the player's health. In different design implementations, any function that can affect a certain factor in the game may be designed as a function of a player card, and this embodiment of the application does not limit this.
[0192] During the preparation phase, the player object on this side can also use at least one of the card exchange function, card deletion function, and player level upgrade function.
[0193] Card swap function:
[0194] During the preparation phase, your player can also exchange one or more cards from their hand. Clicking the swap button allows you to swap one or more cards, which consumes energy. For example, you can only swap cards once per round, and you can swap multiple cards at once. Regardless of the number of cards swapped, it costs 1 energy.
[0195] Delete card function:
[0196] During the card play process, dragging a card to a designated location will delete or sell it. The resources consumed by deleted cards cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, each deleted card will gain 1 energy point.
[0197] Player level upgrade function:
[0198] The player object gains a certain amount of energy each round. Unused energy from one round accumulates and 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 can 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 Figure 12, or other shapes or forms are possible.
[0199] For example, when our player object reaches player level 1 / 2 / 3 / 4 / 5, cards of quality 1 / 2 / 3 / 4 / 5 will be unlocked respectively.
[0200] The battle phase of each round:
[0201] 804. During the battle phase, the virtual chess pieces of the team and the virtual chess pieces of the enemy team are displayed to automatically engage in battle in the chessboard area.
[0202] The automatic battle process between our virtual chess pieces and enemy virtual chess pieces in the chessboard area does not require manual control by our player objects. The client or server automatically controls the battle between the chess pieces of both sides based on the chess square positions on the chessboard, virtual chess piece attributes, virtual chess piece levels, virtual chess piece skills, virtual chess piece attributes, joint enhancement attributes between virtual chess pieces, and other factors until all the chess pieces of one side are killed.
[0203] Figure 13 shows a schematic diagram of an automatic battle between a virtual chess piece 1301 and an enemy virtual chess piece 1302. The movement, skill release, and functions of the two virtual chess pieces during the battle do not require manual control by the player.
[0204] Battle settlement phase:
[0205] 805. Calculate the health value of the virtual character of your player, and start the next round of turn-based battle or end the current game based on the health value.
[0206] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of virtual chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.
[0207] When the health value is deducted to zero, the player is eliminated from the game.
[0208] When the health value has not been deducted to zero, the next round of turn-based battle will begin in this game, and the player will continue to fight with one of the n player objects until he is eliminated, or he will win the game as the last player who has not been eliminated.
[0209] In some embodiments, damage calculations are based on the number of virtual chess pieces remaining on the winning side. Figure 14 shows an animation effect of calculating the health of a virtual chess piece 1402 on the losing side, with only one enemy chess piece 1401 remaining. A health bar can be displayed above the head of the virtual chess piece 1402.
[0210] 15 , the settlement interface displays the settlement information of the current game, including player rankings, players used by each player, lineups, and piece types.
[0211] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete the acquisition, upgrade, and battle of virtual chess pieces. The traditional process of purchasing virtual chess pieces, which requires users to actively select them, is replaced by passively receiving distributed cards. The game system replaces some of the user's tedious operations, and users only need to use the same card playing operations as in a card game to complete various battle preparation operations, thereby improving the efficiency of human-computer interaction.
[0212] 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.
[0213] The method provided in this embodiment can eliminate the store in traditional Auto Chess based on the playing characteristics of the cards through chess piece cards. The tedious process that requires users to purchase the virtual chess pieces they want from dozens of virtual chess pieces for sale in the store is replaced by a process in which the game system automatically distributes several cards to the player, eliminating the need for users to manually select cards. This reduces the number of interactive operations required for users to obtain virtual chess pieces and the amount of information that users need to process.
[0214] The method provided in this embodiment can eliminate effect buttons or controls in traditional Auto Chess through effect cards, eliminate the jungle phase in traditional Auto Chess through equipment cards, and incorporate the gameplay characteristics of each player through player cards. By simplifying the various mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle interface, reducing the time users spend actively searching for relevant function entries, simplifying the operation difficulty of the player object, and improving the efficiency of human-computer interaction for the player object.
[0215] FIG16 is a flow chart of a method for displaying a game interface provided by an embodiment of the present application. Taking the method executed by a terminal as an example, as shown in FIG16 , the method includes:
[0216] 1601. The terminal displays a game interface of a turn-based chess game, wherein a virtual chessboard and a virtual chess player are displayed in the game interface, and a first virtual chess piece of the virtual chess player is displayed on the virtual chessboard.
[0217] In an embodiment of the present application, in the game interface of a turn-based chess game, each player can place virtual chess pieces on a virtual chess board through a controlled virtual chess player so as to play against virtual chess pieces placed on a virtual chess board by other virtual chess players, and can also adjust the position of the virtual chess piece of the virtual chess player on the virtual chess board through the controlled virtual chess player to change the layout of the virtual chess player's virtual chess piece on the virtual chess board, so that in subsequent games, the virtual chess player's virtual chess piece can play against the virtual chess pieces of other virtual chess players according to the adjusted layout.
[0218] 1602. In response to the dragging operation on the first virtual chess piece, the terminal displays, in the game interface, the virtual chess player dragging the first virtual chess piece through the target prop.
[0219] In an embodiment of the present application, a drag operation on a first virtual chess piece is used to drag the virtual chess piece to change the position of the virtual chess piece on the virtual chessboard. When the drag operation on the first virtual chess piece is triggered, the game interface displays the virtual chess player dragging the first virtual chess piece using a target prop, so that the first virtual chess piece moves on the virtual chessboard in response to the drag operation. This demonstrates that the virtual chess player is adjusting the layout of the virtual chess pieces on the virtual chessboard using the target prop, thereby enhancing the virtual chess player's sense of participation.
[0220] The target item is any type of virtual item used to drag virtual chess pieces on a virtual chessboard. Optionally, the target item is a virtual item unique to the virtual chess player, with different virtual chess players having different unique items. For example, the target item may be a virtual weapon unique to the virtual chess player, allowing the virtual chess player to use their unique virtual weapon to drag virtual chess pieces on the virtual chessboard. Alternatively, the target item is a virtual item used to drag virtual chess pieces, with different virtual chess players having the same target item. For example, the target item may be a virtual fishing rod, allowing the virtual chess player to use the virtual fishing rod to drag virtual chess pieces on the virtual chessboard. The dragging operation can be any type of dragging operation, including, for example, a press operation and a move operation. The press operation refers to pressing the position of the first virtual chess piece on the virtual chessboard, while the move operation refers to moving the piece while maintaining the press operation. For example, a drag operation on the first virtual chess piece refers to a player pressing the displayed position of the first virtual chess piece on the game interface with their finger and maintaining the press to move the finger on the game interface.
[0221] In an embodiment of the present application, with respect to the method in which the virtual chess player drags the first virtual chess piece through the target prop: the virtual chess player can hold one end of the target prop, and the other end of the target prop acts on the first virtual chess piece, and the virtual chess player can move the held target prop so that the target prop drags the first virtual chess piece; or, one end of the target prop acts on the first virtual chess piece, and the virtual chess player can remotely control the movement of the target prop so that the target prop drags the first virtual chess piece.
[0222] 1603. In response to the drag operation ending, the terminal displays a first virtual chess piece at a first position on the virtual chessboard, where the first position is the position where the drag operation ends.
[0223] In an embodiment of the present application, when the drag operation of the first virtual chess piece is triggered, the position of the first virtual chess piece will be displayed in the duel interface as it changes with the drag operation. When the drag operation ends, the position where the drag operation ends is the adjusted position of the first virtual chess piece. The first virtual chess piece is then placed at the position where the drag operation ends to adjust the position of the first virtual chess piece on the virtual chessboard.
[0224] The end of the drag operation means that the first virtual chess piece is no longer dragged, and the position where the drag operation ends is the position where the user wants to place the first virtual chess piece. For example, the drag operation is an operation of pressing and moving the first virtual chess piece, and the end of the drag operation means that the first virtual chess piece is no longer pressed.
[0225] In the solution provided by the embodiment of the present application, in response to the dragging operation of the virtual chess piece on the virtual chess board, a picture of the virtual chess player dragging the virtual chess piece through the props can be displayed, so as to reflect the solution of the virtual chess player adjusting the layout of the virtual chess pieces on the virtual chess board through the target props. The movement of the virtual chess piece can accurately follow the player's operation, reducing the freeze and delay phenomenon, allowing the player to feel an extremely smooth operation experience, greatly improving the player's control efficiency of the virtual chess piece, and enhancing the virtual chess player's sense of participation in the process of adjusting the layout of the virtual chess piece, so that the player can adjust the position of the virtual chess piece on the virtual chess board by playing the virtual chess player, thereby improving the interaction effect between the virtual chess player and the player, improving the player's sense of substitution, and thus improving the player experience.
[0226] Based on the embodiment shown in Figure 16, the embodiment of the present application can also display the effect of the virtual chess player dragging the virtual chess piece through the target prop at multiple locations in the game interface, and when the dragging operation is completed, the placement effect of the virtual chess piece can be displayed in the form of an animation. The specific process is detailed in the following embodiment.
[0227] FIG17 is a flow chart of a method for displaying a game interface provided by an embodiment of the present application. Taking the method executed by a terminal as an example, as shown in FIG17 , the method includes:
[0228] 1701. The terminal displays a game interface of a turn-based chess game, wherein a virtual chessboard and a virtual chess player are displayed in the game interface, and a first virtual chess piece of the virtual chess player is displayed on the virtual chessboard.
[0229] In one possible implementation, step 1701 includes: displaying a game interface during the preparation phase of any round.
[0230] In an embodiment of the present application, a round of a turn-based chess game includes multiple rounds, each of which includes a preparation phase and a battle phase. During the preparation phase, a virtual chess player can use virtual cards to place virtual chess pieces on a virtual chessboard and can also adjust the positions of virtual chess pieces on the virtual chessboard. During the preparation phase, only the virtual chess pieces of the virtual chess player controlled by the local terminal are displayed on the virtual chessboard. After the preparation phase, the battle phase begins. During the battle phase, the virtual chess pieces of the virtual chess player controlled by the local terminal can be displayed on the virtual chessboard and automatically interact with the virtual chess pieces of other virtual chess players.
[0231] Optionally, during the battle preparation phase, the virtual player is located on the virtual chessboard. In response to entering the battle phase, the game interface displays that the virtual player has left the virtual chessboard and is standing outside the virtual chessboard.
[0232] In an embodiment of the present application, during the preparation stage, the virtual chess player is located on the virtual chessboard so that the virtual chess player can subsequently be displayed to adjust the layout of virtual chess pieces through target props. When entering the battle stage, the virtual chess player leaves the virtual chessboard so that the virtual chess player's virtual chess pieces can subsequently be displayed on the virtual chessboard to interact with the virtual chess pieces of other virtual players.
[0233] In one possible implementation, the game interface includes a hand area, in which virtual cards owned by the virtual chess player are displayed.
[0234] In one possible implementation, the game interface also includes an identification display area, in which multiple player identifications are displayed, and the multiple player identifications indicate multiple virtual players participating in the same game.
[0235] The player identifier can be represented in any form, for example, the player identifier is represented by at least one of the player's nickname, player's avatar, player's health, and player's player level.
[0236] 1702. In response to the dragging operation on the first virtual chess piece, the terminal displays the target prop dragging the first virtual chess piece on the virtual chess board and plays a first animation in the chess player display area. The first animation is used to display the process of the virtual chess player dragging the first virtual chess piece through the target prop.
[0237] In an embodiment of the present application, the game interface includes a player display area, which is located outside the virtual chessboard, and the virtual chess player is displayed in the player display area. When the terminal detects a drag operation on the first virtual chess piece, it not only displays a picture of the target prop dragging the first virtual chess piece on the virtual chessboard, but also plays an animation in the area where the virtual chess player is located to reflect that the virtual chess player is dragging the first virtual chess piece through the target prop, thereby enhancing the visual display effect of the virtual chess player dragging the virtual chess piece through the target prop, making it easier for the player to perceive the process of the virtual chess piece adjusting the position of the virtual chess piece through the target prop, thereby improving the interaction effect between the virtual chess player and the player, enhancing the player's sense of substitution, and thus improving the player experience.
[0238] For example, when the user presses the first virtual chess piece displayed on the terminal with his finger and starts dragging it, it is equivalent to triggering the dragging operation on the first virtual chess piece. The terminal then displays the target prop on the virtual chessboard dragging the first virtual chess piece to move along with the pressing position of the finger, and plays the first animation in the chess player display area to present a picture of the virtual chess player dragging the first virtual chess piece through the target prop in the chess player display area.
[0239] In one possible implementation, step 1702 includes: in response to a dragging operation on the first virtual chess piece, displaying on the virtual chessboard that one end of the target prop acts on the first virtual chess piece to drag the first virtual chess piece, playing a first animation in the chess player display area, the first animation is used to display that one end of the target prop acts on the first virtual chess piece, and the virtual chess player holds the other end of the target prop and drags the first virtual chess piece through the target prop, and the orientation of the target prop in the first animation is synchronized with the orientation of the target prop on the virtual chess board.
[0240] In an embodiment of the present application, one end of the target prop is displayed on the virtual chessboard acting on the first virtual chess piece to reflect that the target prop is connected to the first virtual chess piece and can drag the first virtual chess piece through the target prop. The first animation shows that the virtual chess player holds the other end of the virtual prop and drags the first virtual chess piece through the target prop, and the orientation of the target prop in the first animation is synchronized with the orientation of the target prop in the virtual chessboard, reflecting that the process of dragging the first virtual chess piece through the target prop in the first animation is the same process as the process of dragging the first virtual chess piece displayed on the virtual chessboard, thereby enhancing the picture display effect, improving the interaction effect between the virtual chess player and the player, improving the player's sense of substitution, and thus improving the player experience.
[0241] Optionally, the first virtual chess piece in the first animation is a reduced model of the first virtual chess piece.
[0242] In an embodiment of the present application, a reduced model of the first virtual chess piece is displayed as the virtual chess player dragging the first virtual chess piece through the target prop in the first animation, so as to reflect the display effect of the virtual chess player dragging the first virtual chess piece through the target prop.
[0243] In one possible implementation, the method further includes: during the process of the virtual chess player dragging the first virtual chess piece through the target prop, displaying a floating special effect around the first virtual chess piece, wherein the floating special effect indicates that the first virtual chess piece is floating above the virtual chessboard.
[0244] Among them, the suspension special effect can be expressed in any form. For example, the suspension special effect is expressed in the form of a virtual chess piece shrinking and floating above the virtual chessboard, or the suspension special effect is expressed in the form of a luminous special effect displayed around the virtual chess piece.
[0245] In an embodiment of the present application, during the process of dragging a virtual chess piece, a floating special effect is displayed around the virtual chess piece to indicate that the virtual chess piece is floating above the virtual chessboard, which can reflect that the virtual chess piece is being dragged, thereby improving the display effect when the virtual chess piece is being dragged.
[0246] As shown in Figure 18, the target prop is the virtual spear 1801 of the virtual chess player. One end of the virtual spear 1801 acts on the first virtual chess piece 1802. The virtual chess player 1803 holds the other end of the virtual spear 1801. The virtual spear 1801 is displayed in the virtual chessboard to drag the first virtual chess piece 1802, and a floating special effect 1804 is displayed around the first virtual chess piece 1802. An animation of the virtual spear dragging the first virtual chess piece is displayed in the chess player display area, and the direction of the virtual spear in the animation is synchronized with the direction of the virtual spear in the virtual chessboard, and the first virtual chess piece 1802 in the animation is a reduced model of the first virtual chess piece 1802 in the virtual chessboard.
[0247] It should be noted that the embodiment of the present application is described by taking the process of displaying the target prop dragging the first virtual chess piece in both the virtual chessboard and the chess player display area as an example. In another embodiment, there is no need to execute the above step 1702, but other methods are adopted. In response to the dragging operation of the first virtual chess piece, the virtual chess player is displayed in the game interface dragging the first virtual chess piece through the target prop.
[0248] 1703. In response to the drag operation ending, the terminal plays a second animation at the first position, where the second animation is used to display a process of placing the first virtual chess piece at the first position, where the drag operation ends.
[0249] In an embodiment of the present application, in response to the completion of the dragging operation on the first virtual chess piece, a second animation is played at the position where the dragging operation ends to show that the first virtual chess piece is placed at the position where the dragging operation ends, thereby enhancing the performance of the virtual chess piece being placed at the adjusted position, so that the user can know the adjusted position of the first virtual chess piece, thereby improving the player experience.
[0250] In a possible implementation, the second animation is used to display a process in which a first virtual chess piece floating on the virtual chess board falls to a first position on the virtual chess board.
[0251] In one possible implementation, the second animation includes a placement animation played on the first virtual chess piece and a process of placing the first virtual chess piece at the first position.
[0252] Optionally, the process of obtaining the placement animation includes: the terminal sends an animation acquisition request to the server in response to the end of the dragging operation, the animation acquisition request carries the player identification of the virtual chess player, the server responds to the animation acquisition request, queries the animation corresponding to the player identification, obtains the placement animation, and sends the placement animation to the terminal. The terminal receives the placement animation sent by the server, displays the first virtual chess piece placed in the first position, and plays the placement animation on the first virtual chess piece.
[0253] The player identifier is a unique identifier for representing a virtual player. The player identifier can be represented in any form. For example, the player identifier is represented by the name or number of the virtual player.
[0254] In an embodiment of the present application, the server stores the placement animation of each virtual chess player dragging a virtual chess piece, and the placement animation of each virtual chess player dragging a virtual chess piece is stored corresponding to the player identification of the virtual chess player. When the virtual chess player drags any virtual chess piece, the terminal can interact with the server to obtain the placement animation of the virtual chess player dragging the virtual chess piece, and then play the placement animation on the virtual chess piece to reflect that the virtual chess piece is placed at the position where the dragging operation ends when the dragging ends.
[0255] Optionally, the server stores animations of virtual chess players of various player types dragging virtual chess pieces, and also stores the correspondence between each chess player identifier and the chess player type. The server responds to the animation acquisition request, queries the correspondence, obtains the chess player type to which the chess player identifier belongs, queries the animation corresponding to the chess player type, and obtains the placement animation.
[0256] In an embodiment of the present application, the server stores an object relationship between a player identifier and a player type, and also stores animations corresponding to each player type. After receiving an animation acquisition request, the server first queries the object relationship based on the player identifier in the animation acquisition request to determine the player type to which the player identifier belongs, and then obtains the placement animation according to the determined player type from the animation corresponding to the determined player type in the stored animation.
[0257] It should be noted that the embodiment of the present application displays the placement process of the first virtual chess piece in the form of playing an animation, while in another embodiment, there is no need to execute the above step 1703, but other methods are adopted. In response to the end of the drag operation, the first virtual chess piece is displayed as being placed in the first position, and the first position is the position where the drag operation ends.
[0258] In the solution provided by the embodiment of the present application, in response to the dragging operation of the virtual chess piece on the virtual chess board, a picture of the virtual chess player dragging the virtual chess piece through the props can be displayed, so as to reflect the solution of the virtual chess player adjusting the layout of the virtual chess pieces on the virtual chess board through the target props. The movement of the virtual chess piece can accurately follow the player's operation, reducing the freeze and delay phenomenon, allowing the player to feel an extremely smooth operation experience, greatly improving the player's control efficiency of the virtual chess piece, and enhancing the virtual chess player's sense of participation in the process of adjusting the layout of the virtual chess piece, so that the player can adjust the position of the virtual chess piece on the virtual chess board by playing the virtual chess player, thereby improving the interaction effect between the virtual chess player and the player, improving the player's sense of substitution, and thus improving the player experience.
[0259] Based on the embodiment shown in Figure 16, in the embodiment of the present application, the virtual chess piece can only be dragged if it meets the dragging conditions, and if there are other virtual chess pieces at the position where the dragging operation ends, the position of the virtual chess pieces will be displayed as swapped. The specific process is detailed in the following embodiment.
[0260] FIG19 is a flow chart of a method for displaying a game interface provided by an embodiment of the present application. Taking the method executed by a terminal as an example, as shown in FIG19 , the method includes:
[0261] 1901. The terminal displays a game interface of a turn-based chess game, wherein a virtual chessboard and a virtual chess player are displayed in the game interface, and a first virtual chess piece of the virtual chess player is displayed on the virtual chessboard.
[0262] This step is similar to the above step 1701 and will not be repeated here.
[0263] 1902. When the first virtual chess piece meets the dragging condition, the terminal responds to the dragging operation on the first virtual chess piece and displays in the game interface that the virtual chess player is dragging the first virtual chess piece through the target prop.
[0264] In an embodiment of the present application, not all virtual chess pieces in the virtual chess board can be dragged. Only virtual chess pieces that meet the dragging conditions can be dragged. Therefore, when the first virtual chess piece meets the dragging conditions, in response to the dragging operation of the first virtual chess piece, the process of the virtual chess player dragging the first virtual chess piece through the target prop is displayed, so as to enrich the gameplay of the game, add restrictions to the dragging of virtual chess pieces, so as to affect the layout of virtual chess pieces, avoid the virtual chess pieces from being dragged infinitely and affecting the balance of the game, and improve the fairness of the game.
[0265] In one possible implementation, the dragging condition means that the first virtual chess piece is a virtual chess piece transformed from a virtual card in a previous round; or, the first virtual chess piece has a movement skill; or, the first virtual chess piece is a virtual chess piece transformed from a virtual card in a current round.
[0266] In an embodiment of the present application, virtual cards can be used in the preparation phase of each round of the same game match, so that the virtual cards are converted into virtual chess pieces on the virtual chessboard and placed on the virtual chessboard, and the positions of the virtual chess pieces placed on the virtual chessboard can be adjusted in the preparation phase of each round. In the current preparation phase, if the first virtual chess piece was placed in the preparation phase of the previous round, the first virtual chess piece can be dragged to adjust the position of the first virtual chess piece on the virtual chessboard.
[0267] In an embodiment of the present application, the virtual chess pieces in the virtual chess board may have movement skills, and the movement skills can adjust the position of the virtual chess pieces in the virtual chess board. When the first virtual chess piece has the movement skill, the first virtual chess piece can be dragged to adjust the position of the first virtual chess piece in the virtual chess board.
[0268] In an embodiment of the present application, in the current preparation stage, by using virtual cards, the virtual cards are converted into first virtual chess pieces on the virtual chess board, and the first virtual chess pieces can be dragged to adjust the position of the first virtual chess pieces on the virtual chess board. This facilitates user operation and avoids the situation where the user cannot operate after converting the virtual cards into virtual chess pieces, thereby improving the user experience.
[0269] In one possible implementation, in response to the dragging operation on the first virtual chess piece, the terminal plays a third animation on the first virtual chess piece in the game interface, where the third animation is used to display the process of the virtual chess player dragging the first virtual chess piece through the target prop.
[0270] In an embodiment of the present application, the third animation is used to reflect the process of dragging the first virtual chess piece through the target prop. The third animation is played on the first virtual chess piece so that it can be reflected that the virtual chess player is dragging the first virtual chess piece through the target prop.
[0271] Optionally, the process of obtaining the third animation includes: the terminal sends an animation acquisition request to the server in response to the drag operation of the first virtual chess piece, the animation acquisition request carries the player identification of the virtual chess player, the server responds to the animation acquisition request, queries the animation corresponding to the player identification, obtains the third animation, sends the third animation to the terminal, the terminal receives the third animation sent by the server, and plays the third animation on the first virtual chess piece.
[0272] In an embodiment of the present application, the server stores animations of each virtual chess player dragging a virtual chess piece. When the virtual chess player drags any virtual chess piece, the terminal can interact with the server to obtain the animation of the virtual chess player dragging the virtual chess piece, and then can play the animation on the virtual chess piece to reflect the process of the virtual chess player dragging the virtual chess piece.
[0273] Optionally, the server stores animations of virtual chess players of various player types dragging virtual chess pieces, and also stores the correspondence between each chess player identifier and the chess player type. The server responds to the animation acquisition request, queries the correspondence, obtains the chess player type to which the chess player identifier belongs, queries the animation corresponding to the chess player type, and obtains the third animation.
[0274] It should be noted that the process of obtaining the third animation is the same as the process of obtaining the placement animation, and will not be repeated here.
[0275] Optionally, the animation acquisition request also carries the chess piece identifier of the first virtual chess piece. The server also queries the floating special effect corresponding to the chess piece identifier and sends the floating special effect to the terminal. The terminal displays the floating special effect on the first virtual chess piece.
[0276] In an embodiment of the present application, the server adopts a method of storing the chess piece identification and the suspension feature in correspondence to store the suspension effects of each virtual chess piece. The terminal interacts with the server to obtain the suspension effects when the virtual chess piece is dragged, and then can display the suspension effects on the dragged virtual chess piece to enhance the display effect of the virtual chess piece.
[0277] It should be noted that, in the embodiment of the present application, the dragging operation of the first virtual chess piece can be triggered only when the first virtual chess piece meets the dragging condition. In another embodiment, there is no need to execute the above step 1902, but other methods are adopted. In response to the dragging operation of the first virtual chess piece, the virtual chess player is displayed in the game interface dragging the first virtual chess piece through the target prop.
[0278] 1903. In response to the end of the drag operation, if the second virtual chess piece has been placed at the first position, the terminal displays the first virtual chess piece at the first position and displays the second virtual chess piece at the second position, where the first position is the position where the drag operation ends, and the second position is the position of the first virtual chess piece before the first virtual chess piece is dragged.
[0279] In an embodiment of the present application, the first position is the position where the first virtual chess piece is expected to be placed during the dragging process of the first virtual chess piece. When the second virtual chess piece already exists at the first position, the first virtual chess piece can be displayed as being placed at the first position, and other chess pieces already existing at the first position are placed at the position where the first virtual chess piece was located before the first virtual chess piece was dragged, thereby realizing the position exchange of the first virtual chess piece and the second virtual chess piece on the virtual chess board, enriching the various possibilities of adjusting the virtual chess pieces on the virtual chess board, enriching the gameplay of the game, providing various possibilities for the layout of the virtual chess pieces on the virtual chess board, simplifying the process of adjusting the positions of the virtual chess pieces on the virtual chess board, and improving the efficiency of human-computer interaction.
[0280] For example, before dragging the first virtual chess piece, the first virtual chess piece is located in square 1 of the virtual chessboard, and the second virtual chess piece is located in square 2 of the virtual chessboard. Square 1 is equivalent to the second position, and square 2 is equivalent to the first position. If the first virtual chess piece can be dragged, the user presses the first virtual chess piece displayed on the terminal with his finger and starts dragging it. When the first virtual chess piece is dragged to square 2, the user releases the finger. The terminal will display that the first virtual chess piece is placed in square 2, and the second virtual chess piece is moved to square 1, realizing the position exchange scheme of the first virtual chess piece and the second virtual chess piece.
[0281] It should be noted that the embodiment of the present application is described by taking the example of a virtual chess piece already existing at the position where the dragging operation ends. In another embodiment, there is no need to execute the above step 1903, but other methods are adopted to display the first virtual chess piece placed at the first position in response to the end of the dragging operation.
[0282] In the solution provided by the embodiment of the present application, in response to the dragging operation of the virtual chess piece on the virtual chess board, a picture of the virtual chess player dragging the virtual chess piece through the props can be displayed, so as to reflect the solution of the virtual chess player adjusting the layout of the virtual chess pieces on the virtual chess board through the target props. The movement of the virtual chess piece can accurately follow the player's operation, reducing the freeze and delay phenomenon, allowing the player to feel an extremely smooth operation experience, greatly improving the player's control efficiency of the virtual chess piece, and enhancing the virtual chess player's sense of participation in the process of adjusting the layout of the virtual chess piece, so that the player can adjust the position of the virtual chess piece on the virtual chess board by playing the virtual chess player, thereby improving the interaction effect between the virtual chess player and the player, improving the player's sense of substitution, and thus improving the player experience.
[0283] Based on the embodiments shown in Figures 16 to 19 above, in the embodiments of the present application, dragging a virtual chess piece consumes energy, and the dragging of the virtual chess piece on the virtual chess board can only be achieved when the energy value is sufficient. That is, the process of dragging the first virtual chess piece includes: when the first energy value is not less than the second energy value, in response to the dragging operation of the first virtual chess piece, in the game interface, the virtual chess player is displayed dragging the first virtual chess piece through the target prop, the first energy value is the energy value currently possessed by the virtual chess player, and the second energy value is the energy value consumed by the virtual chess player to adjust the position of the virtual chess piece.
[0284] In an embodiment of the present application, adjusting the position of a virtual chess piece on a virtual chessboard consumes the energy possessed by the virtual chess player. When the energy value possessed by the virtual chess player is greater than the energy value consumed for adjusting the position of the virtual chess piece, it indicates that the energy value currently possessed by the virtual chess player can satisfy the consumption for adjusting the position of the virtual chess piece. Then, the dragging operation of the first virtual chess piece can be triggered to adjust the position of the virtual chess piece on the virtual chessboard. In this way, the gameplay of the game is enriched, restrictions are added to the dragging of the virtual chess pieces to affect the layout of the virtual chess pieces, thereby preventing the virtual chess pieces from being dragged infinitely and affecting the balance of the game, thereby improving the fairness of the game.
[0285] In one possible implementation, the method further includes: when the first energy value is not less than the second energy value, in response to the dragging operation on the first virtual chess piece, the energy value possessed by the virtual chess player is reduced by the second energy value.
[0286] In an embodiment of the present application, adjusting the position of the virtual chess piece in the virtual chess board requires consuming the energy owned by the virtual chess player. When dragging the first virtual chess piece, the energy value owned by the virtual chess player will reduce the energy value consumed by moving the first virtual chess piece to ensure the accuracy of the energy value owned by the virtual chess player.
[0287] Optionally, when the first virtual chess piece is placed at the position where the dragging operation ends in the game interface, the energy value of the virtual chess player is reduced by a second energy value.
[0288] In an embodiment of the present application, when the first virtual chess piece is placed at the position where the dragging operation ends, indicating that the process of dragging the virtual chess piece is ended, the energy value of the virtual chess player is reduced to ensure the accuracy of the energy value of the virtual chess player.
[0289] Based on the embodiments shown in Figures 16 to 19 above, in the embodiments of the present application, during the process of the virtual chess player using the virtual card, the process of the virtual card being converted into a virtual chess piece will be displayed, and the virtual chess player will be displayed dragging the converted virtual chess piece through the target prop. That is, the method also includes: during the process of dragging the virtual card and when the virtual card enters the virtual chess board from the hand area, the virtual card is displayed to be converted into a third virtual chess piece, and the virtual chess player is displayed to drag the third virtual chess piece through the target prop; in response to the end of the dragging operation of the virtual card, the third virtual chess piece is displayed at the third position of the virtual chess board, and the third position is the position where the dragging operation of the virtual card ends.
[0290] In an embodiment of the present application, the virtual chess player can use virtual cards in the form of dragging virtual cards to convert virtual cards into virtual chess pieces on the virtual chess board. In the process of dragging the virtual cards in the hand area to the virtual chess board, once the virtual cards enter the virtual chess board, the virtual cards will be immediately converted into virtual chess pieces, and the virtual chess pieces converted by the virtual chess player dragging the virtual cards through the target props will be displayed, and the positions of the virtual chess pieces converted by the virtual cards in the virtual chess board will change with the dragging operation, so as to improve the display effect of using virtual cards, enable users to perceive the effect of using virtual cards, and enable players to use virtual cards by playing the role of virtual chess players, thereby improving the interaction effect between virtual chess players and players, improving the player's sense of substitution, and thus improving the player experience.
[0291] The virtual cards are chess pieces, which are used to transform into virtual chess pieces on a virtual chessboard. The game interface includes a hand area, in which the virtual cards owned by the virtual chess player are displayed. The location where the dragging operation of the virtual card ends is located on the virtual chessboard. In an embodiment of the present application, if the dragging operation of the virtual card ends at the location on the virtual chessboard, the virtual chess piece transformed from the virtual card can be displayed and placed on the virtual chessboard. If the dragging operation of the virtual card ends at the location outside the virtual chessboard, the virtual card can be redisplayed in the hand area, which is equivalent to canceling the operation of using the virtual card.
[0292] For example, the terminal displays virtual card 1 in the hand area, and the user presses the virtual card 1 with his finger and starts to move it. During the movement of the finger, the terminal displays virtual card 1 and it moves as the finger presses. If the pressing position moves from the hand area to the virtual chessboard, the virtual card 1 will be displayed as a three-dimensional virtual chess piece, and the three-dimensional virtual chess piece will move as the pressing position moves on the virtual chessboard. When the pressing position moves to any position on the virtual chessboard, the user releases his finger, and the terminal places the three-dimensional virtual chess piece at the pressing position when the user releases his finger.
[0293] It should be noted that, based on the embodiments shown in Figures 16 to 19 above, in the embodiments of the present application, during the process of dragging the virtual chess piece, the virtual chess piece will avoid the virtual chess piece already existing in the virtual chess board, that is, the method also includes: in response to the dragging operation of the first virtual chess piece, based on the first position, the second position and the virtual chess piece in the virtual chess board, determining a first path, the first path points from the first position to the second position, and there is no virtual chess piece on the first path, the first position is the starting point of the dragging operation, and the second position is the end point of the dragging operation; in the game interface, the virtual chess player is displayed dragging the first virtual chess piece along the first path through the target prop.
[0294] In an embodiment of the present application, considering that there are multiple virtual chess pieces on the virtual chess board, in the process of dragging any virtual chess piece, the path of the virtual chess piece from the first position to the second position is determined through the starting point and end point of the dragging operation and the position of the virtual chess piece on the virtual chess board, so that in the process of dragging the virtual chess piece through the dragging operation, the virtual chess player is displayed dragging the virtual chess piece along the first path through the target prop to move, so that in the process of dragging the first virtual chess piece, the first virtual chess piece can avoid the virtual chess pieces already existing in the virtual chess board, avoiding the first virtual chess piece from colliding with other virtual chess pieces on the virtual chess board, ensuring that the dragging process of the first virtual chess piece matches the dragging operation, and ensuring the accuracy of the virtual chess piece being dragged and the screen display effect.
[0295] In one possible implementation, the process of determining the second position includes: in response to the drag operation, predicting the second position based on the first position and a drag direction of the drag operation.
[0296] In an embodiment of the present application, in response to a drag operation, before the drag operation ends, the end point of the drag operation is predicted based on the starting point of the drag operation and the dragging direction of the drag operation, so that when the drag operation is triggered, the first virtual chess piece can be dragged along the first path in a timely manner, and the display of the dragging process of the first virtual chess piece is ensured to be as consistent as possible with the drag operation, thereby ensuring the screen display effect of the dragging process of the virtual chess piece.
[0297] In one possible implementation, the process of dragging the first virtual chess piece includes: when the virtual chess piece moves to the second position, based on the second position and the dragging direction of the dragging operation, predicting a third position, the third position being the end point of the dragging operation; based on the second position, the third position and the virtual chess piece on the virtual chessboard, determining a second path, the second path pointing from the second position to the third position, and there is no virtual chess piece on the second path; in the game interface, displaying the virtual chess player dragging the first virtual chess piece along the second path through the target prop.
[0298] In an embodiment of the present application, in response to a drag operation, before the drag operation is completed, the end point of the drag operation will be predicted multiple times, and a path will be determined according to the currently predicted end point to display the virtual chess piece being dragged according to the currently determined path. When the virtual chess piece is dragged to the end point of the current path, the next end point of the drag operation will be automatically predicted and the next path will be automatically determined to display the virtual chess piece being dragged according to the currently determined path. In this way, it can be ensured that the virtual chess piece in the virtual chess board can be avoided during the process of dragging the virtual chess piece, and the screen showing the virtual chess piece being dragged is synchronized with the drag operation as much as possible, so that the player can perceive that the position of the virtual chess piece in the virtual chess board changes with the drag operation triggered by the player, ensuring the accuracy of the virtual chess piece dragging process and the screen display effect, thereby improving the player experience.
[0299] It should be noted that, based on the embodiments shown in Figures 16 to 19 above, in the embodiments of the present application, during the process of dragging the virtual chess piece, the virtual chess piece will avoid the virtual chess piece already existing in the virtual chess board, that is, the method also includes: in response to the dragging operation of the first virtual chess piece, in the game interface, the virtual chess player is displayed dragging the first virtual chess piece along the first path through the target prop, the first path is determined based on the fourth position, the second position and the virtual chess piece in the virtual chess board, the first path is pointed from the second position to the fourth position, and there is no virtual chess piece on the first path, and the second position is the starting point of the dragging operation.
[0300] The second position corresponds to the position of the first virtual chess piece before it is dragged, and the fourth position corresponds to the predicted end point of the drag operation. If the drag operation ends when the first virtual chess piece is dragged to the fourth position, the fourth position corresponds to the first position in the embodiments shown in Figures 16 to 19 above.
[0301] In an embodiment of the present application, taking into account the presence of multiple virtual chess pieces on a virtual chess board, during the process of dragging any virtual chess piece, the path of the virtual chess piece from the starting point to the predicted end point is determined through the starting point of the dragging operation, the predicted end point, and the position of the virtual chess piece on the virtual chess board, so that in the process of dragging the virtual chess piece through the dragging operation, the virtual chess player is displayed dragging the virtual chess piece along the path through the target prop to move, so that during the process of dragging the first virtual chess piece, the first virtual chess piece can avoid the virtual chess pieces already existing on the virtual chess board, avoiding the first virtual chess piece from colliding with other virtual chess pieces on the virtual chess board, ensuring that the dragging process of the first virtual chess piece matches the dragging operation, and ensuring the accuracy of the virtual chess piece dragging process and the screen display effect.
[0302] For example, a virtual chessboard includes multiple chess square positions, the second position and the fourth position are different chess squares in the virtual chessboard, the second position corresponds to chess square 1, and the fourth position corresponds to chess square 2. The first path starts from chess square 1 and ends at chess square 2, and the first path can reflect the chess squares that the first virtual chess piece needs to pass through in order to move from chess square 1 to chess square 2 in the virtual chessboard.
[0303] In a possible implementation manner, the process of determining the first path is implemented by the terminal or by the server.
[0304] In an embodiment of the present application, the terminal itself can determine the fourth position according to the position of the first virtual chess piece before the first virtual chess piece is dragged; or, in response to the dragging operation of the first virtual chess piece, the terminal sends a drag instruction to the server, and the server determines the first path based on the drag instruction, and sends information about the first path to the terminal. The terminal receives the information about the first path and displays the virtual chess player dragging the first virtual chess piece through the target prop according to the first path indicated by the information.
[0305] In one possible implementation, the virtual chessboard includes multiple chess squares, and the second position and the fourth position are two different chess squares among the multiple chess squares. The process of determining the first path includes: based on the chess square where the virtual chess piece is located in the virtual chessboard, the second position, and the fourth position, traversing the chess squares in the virtual chessboard starting from the second position to obtain at least one path, and determining the shortest path among the at least one path as the first path.
[0306] In an embodiment of the present application, a virtual chessboard includes multiple squares, each of which can hold a virtual chess piece. During the process of dragging the first virtual chess piece, the first virtual chess piece can only move from the current square to an adjacent square. Starting from the second position and combined with the fourth position, a square close to the fourth position and where no virtual chess piece exists is determined from the squares surrounding the second position. Then, a square close to the fourth position and where no virtual chess piece exists is determined from the squares surrounding the determined square. Similarly, the determined squares form a path from the second position to the fourth position, namely, the first path.
[0307] In one possible implementation, the process of determining the second position includes: in response to a drag operation, predicting a fourth position based on the second position and a dragging direction of the drag operation.
[0308] In an embodiment of the present application, in response to a drag operation, before the drag operation ends, the end point of the drag operation is predicted based on the starting point of the drag operation and the dragging direction of the drag operation, so that when the drag operation is triggered, the first virtual chess piece can be dragged along the first path in a timely manner, and the display of the dragging process of the first virtual chess piece is ensured to be as consistent as possible with the drag operation, thereby ensuring the screen display effect of the dragging process of the virtual chess piece.
[0309] Optionally, the virtual chessboard includes a plurality of chess squares, the second position and the fourth position are two different chess squares from the plurality of chess squares, and the process of predicting the fourth position includes: determining a chess square in the dragging direction from chess squares surrounding the second position as the first chess square; determining a chess square in the dragging direction from chess squares surrounding the i-th chess square as the i+1-th chess square, and determining the determined n-th chess square as the fourth position, where i is an integer greater than 0 and n is an integer greater than 1.
[0310] In one possible implementation, the process of dragging the first virtual chess piece includes: in response to the dragging operation of the first virtual chess piece, in the game interface, displaying the virtual chess player dragging the first virtual chess piece along the first path through the target prop; when the first virtual chess piece moves to the second position, in the game interface, displaying the virtual chess player dragging the first virtual chess piece along the second path through the target prop, the second path is determined based on the fourth position, the fifth position and the virtual chess piece in the virtual chessboard, the second path points from the fourth position to the fifth position, and there is no virtual chess piece on the second path.
[0311] In an embodiment of the present application, after the first virtual chess piece is dragged to the fourth position, if the dragging operation is not completed and the dragging continues, the next dragging path will continue to be predicted. In response to the dragging operation, before the dragging operation is completed, the end point of the dragging operation will be predicted multiple times, and the path will be determined according to the currently predicted end point to display the virtual chess piece being dragged according to the currently determined path. When the virtual chess piece is dragged to the end point of the current path, the next end point of the dragging operation will be automatically predicted and the next path will be automatically determined to display the virtual chess piece being dragged according to the currently determined path. In this way, it can be ensured that the virtual chess piece on the virtual chessboard can be avoided during the process of dragging the virtual chess piece, and the screen displaying the virtual chess piece being dragged is synchronized with the dragging operation as much as possible, so that the player can perceive that the position of the virtual chess piece on the virtual chessboard changes with the dragging operation triggered by the player, ensuring the accuracy of the virtual chess piece being dragged and the screen display effect, thereby improving the player experience.
[0312] In an embodiment of the present application, the fourth position is different from the first position in the embodiments shown in Figures 16 to 19 above. Before the drag operation is completed, the end point of the drag operation will be predicted multiple times, and the path will be determined according to the current predicted end point to display the first virtual chess piece being dragged according to the currently determined path. When the drag operation ends, the position of the first virtual chess piece is the first position.
[0313] For example, in response to the dragging operation on the first virtual chess piece, the virtual chess player is displayed dragging the first virtual chess piece along the first path through the target prop, and the first path points from the second position to the fourth position. When the first virtual chess piece moves to the fourth position, the virtual chess player is displayed dragging the first virtual chess piece along the second path through the target prop, and the second path points from the fourth position to the fifth position. If the dragging operation ends when the first virtual chess piece is dragged to the fifth position, the fifth position is equivalent to the first position in the embodiments shown in Figures 16 to 19 above; if the dragging operation is not ended when the first virtual chess piece is dragged to the fifth position, the virtual chess player is displayed dragging the first virtual chess piece along the third path through the target prop, and the third path points from the fifth position to the sixth position. And so on. When the dragging operation ends, the position of the first virtual chess piece is the first position.
[0314] In one possible implementation, the process of dragging the first virtual chess piece includes: when the first virtual chess piece moves to the fourth position, predicting the fifth position based on the fourth position and the dragging direction of the dragging operation.
[0315] In an embodiment of the present application, when the virtual chess piece moves to the fourth position, if the dragging operation has not yet ended, the end point of the dragging operation is predicted again based on the current position of the first virtual chess piece and the dragging direction of the dragging operation, so that when the dragging operation is triggered, the first virtual chess piece can be dragged along the second path in a timely manner, and the display of the dragging process of the first virtual chess piece is ensured to be as consistent as possible with the dragging operation, thereby ensuring the screen display effect of the dragging process of the virtual chess piece.
[0316] It should be noted that the process of predicting the fifth position is the same as the process of predicting the fourth position described above, and will not be repeated here.
[0317] Based on the embodiments shown in FIG. 16 to FIG. 19 above, the embodiment of the present application further provides a flowchart of dragging a virtual chess piece, as shown in FIG. 20 , wherein the method includes:
[0318] 2001. The player selects a virtual chess piece to drag.
[0319] 2002. The terminal determines whether the virtual chess piece can be dragged. If yes, a third animation is played on the virtual chess piece based on the player type. If no, a prompt is given that the virtual chess piece cannot be dragged.
[0320] 2003. If the player does not release the virtual chess piece while dragging it, the third animation will continue to play.
[0321] 2004. The player drags the virtual chess piece to the target position. After releasing the virtual chess piece, an animation of placing the virtual chess piece based on the player type is played on the virtual chess piece. If there is already a virtual chess piece at the target position, it swaps positions with the virtual chess piece at the target position.
[0322] Based on the embodiments shown in FIG. 16 to FIG. 19 above, the embodiment of the present application further provides a flowchart of dragging a virtual chess piece, as shown in FIG. 21 , wherein the method includes:
[0323] 2101. The player selects a virtual chess piece and drags it. The terminal sends a first instruction to the logic layer of the game client through the presentation layer of the game client.
[0324] 2102. The terminal responds to the first instruction through the logic layer, obtains the chess player information and the dragged chess piece information, obtains the animation information of the virtual chess player dragging the virtual chess piece based on the chess player information and the chess piece information, and sends the animation information of the virtual chess player dragging the virtual chess piece to the presentation layer.
[0325] 2103. The terminal receives the animation information sent by the logic layer through the presentation layer, and based on the animation information, plays the animation on the dragged virtual chess piece, and plays it continuously to reflect that the virtual chess player is dragging the virtual chess piece through the target prop.
[0326] 2104. The player places a virtual chess piece at the target location, and the terminal sends a second instruction to the logic layer through the presentation layer.
[0327] 2104. The terminal receives a second instruction sent by the presentation layer through the logic layer, obtains animation information of the virtual chess player placing the virtual chess piece in response to the second instruction, and sends the animation information of the virtual chess player placing the virtual chess piece to the presentation layer.
[0328] 2105. The terminal receives the animation information sent by the logic layer through the presentation layer, and plays a placement animation on the virtual chess piece based on the animation information.
[0329] The embodiment of the present application provides a method for expressing a virtual chess player using props to drag virtual chess pieces. When the player drags the virtual chess pieces in the formation, the target props of the virtual chess player will appear on the model of the virtual chess piece, showing that it is the virtual chess player who is dragging the virtual chess piece. In addition, this method of expression will be designed accordingly based on the target props of the virtual chess player, and the corresponding dragging expression will be played using the characteristic props of the virtual chess player, so that when the virtual chess piece is dragged by the target prop, the effect of lifting the virtual chess piece before moving can be reflected. When the player drags the virtual chess piece, the corresponding picture is displayed to highlight that the virtual chess player is dragging and moving the virtual chess piece, so that the player can adjust the position of the virtual chess piece on the virtual chessboard by playing the virtual chess player, and can feel the presence of the virtual chess player, thereby strengthening the player's sense of role-playing and involvement as much as possible, improving the interaction effect between the virtual chess player and the player, and thus improving the player experience.
[0330] FIG22 is a schematic diagram of the structure of a game interface display device provided in an embodiment of the present application. As shown in FIG22 , the device includes:
[0331] The display module 2201 is used to display a game interface of a turn-based chess game, wherein the game interface displays a virtual chessboard and a virtual chess player, and the first virtual chess piece of the virtual chess player is displayed on the virtual chessboard;
[0332] The display module 2201 is further configured to, in response to a drag operation on the first virtual chess piece, display in the game interface that the virtual chess player is dragging the first virtual chess piece through the target prop;
[0333] The display module 2201 is further configured to display a first virtual chess piece at a first position of the virtual chessboard in response to the end of the dragging operation, where the first position is the position where the dragging operation ends.
[0334] In one possible implementation, the game interface includes a player display area, which is located outside the virtual chessboard, and the virtual chess player is displayed in the player display area; the display module 2201 is used to respond to the dragging operation of the first virtual chess piece, display the target prop dragging the first virtual chess piece on the virtual chessboard, and play a first animation in the player display area, the first animation is used to display the process of the virtual chess player dragging the first virtual chess piece through the target prop.
[0335] In another possible implementation, the display module 2201 is further configured to display a floating special effect around the first virtual chess piece while the virtual chess player is dragging the first virtual chess piece through the target prop, wherein the floating special effect indicates that the first virtual chess piece is floating above the virtual chessboard.
[0336] In another possible implementation, the display module 2201 is configured to play a second animation at the first position in response to the end of the dragging operation, where the second animation is configured to display a process of placing the first virtual chess piece at the first position.
[0337] In another possible implementation, the display module 2201 is configured to, in response to the end of the dragging operation, display the first virtual chess piece at the first position and display the second virtual chess piece at the second position, where the second position is the position of the first virtual chess piece before the first virtual chess piece is dragged, if the second virtual chess piece has been placed at the first position.
[0338] In another possible implementation, the display module 2201 is configured to display, in the game interface, the virtual player dragging the first virtual chess piece through the target prop in response to a drag operation on the first virtual chess piece when the first virtual chess piece meets the dragging condition.
[0339] In another possible implementation, the display module 2201 is used to, in response to a dragging operation on the first virtual chess piece, display in the game interface that the virtual chess player is dragging the first virtual chess piece through the target prop when the first energy value is not less than the second energy value, the first energy value is the energy value currently possessed by the virtual chess player, and the second energy value is the energy value consumed by the virtual chess player to adjust the position of the chess piece.
[0340] In another possible implementation, the game interface includes a hand area, in which virtual cards owned by the virtual chess player are displayed; the display module 2201 is further used to display the virtual card being converted into a third virtual chess piece when the virtual card is dragged from the hand area to the virtual chess board, and to display the virtual chess player dragging the third virtual chess piece through the target prop; in response to the completion of the dragging operation of the virtual card, the third virtual chess piece is displayed at the third position of the virtual chess board, and the third position is the position where the dragging operation of the virtual card is completed.
[0341] In another possible implementation, the display module 2201 is used to determine a first path in response to a drag operation on the first virtual chess piece based on the first position, the second position and the virtual chess piece on the virtual chess board, where the first path points from the first position to the second position, and there is no virtual chess piece on the first path. The first position is the starting point of the drag operation, and the second position is the end point of the drag operation; in the game interface, the virtual chess player is displayed dragging the first virtual chess piece along the first path through the target prop.
[0342] In another possible implementation, as shown in FIG23 , the apparatus further includes:
[0343] The prediction module 2202 is configured to predict a second position based on the first position and a dragging direction of the dragging operation in response to the dragging operation.
[0344] In another possible implementation, the prediction module 2202 is further configured to, when the chess piece moves to the second position, predict a third position based on the second position and the dragging direction of the drag operation, where the third position is the end point of the drag operation; determine a second path based on the second position, the third position, and the virtual chess piece on the virtual chessboard, where the second path points from the second position to the third position, and no virtual chess piece exists on the second path;
[0345] The display module 2201 is further configured to display, in the game interface, the virtual chess player dragging the first virtual chess piece along the second path using the target prop.
[0346] In another possible implementation, the display module 2201 is used to respond to the drag operation on the first virtual chess piece, and display in the game interface that the virtual chess player drags the first virtual chess piece along the first path through the target prop, where the first path is determined based on the fourth position, the second position and the chess pieces in the virtual chess board, the first path points from the second position to the fourth position, and there is no chess piece on the first path, and the second position is the starting point of the drag operation.
[0347] In another possible implementation, as shown in FIG23 , the apparatus further includes:
[0348] The prediction module 2202 is configured to predict a fourth position based on the second position and a dragging direction of the dragging operation in response to the dragging operation.
[0349] In another possible implementation, the display module 2201 is further used to respond to a drag operation on the first virtual chess piece. When the first virtual chess piece moves to the second position, in the game interface, it is displayed that the virtual chess player drags the first virtual chess piece along the second path through the target prop, and the second path is determined based on the fourth position, the fifth position and the chess pieces in the virtual chess board. The second path points from the fourth position to the fifth position, and there is no chess piece on the second path.
[0350] In another possible implementation, as shown in FIG23 , the apparatus further includes:
[0351] The prediction module 2202 is configured to predict a fifth position based on the fourth position and the dragging direction of the drag operation when the first virtual chess piece moves to the fourth position.
[0352] It should be noted that the game interface display device provided in the above embodiment is merely an example of the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. Furthermore, the game interface display device provided in the above embodiment and the game interface display method embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0353] 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 computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the game interface display method of the above embodiment.
[0354] Optionally, the computer device is provided as a terminal. FIG24 shows a block diagram of a terminal 2400 provided in an exemplary embodiment of the present application. The terminal 2400 includes: a processor 2401 and a memory 2402.
[0355] The processor 2401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 2401 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2401 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2401 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0356] Memory 2402 may include one or more computer-readable storage media, which may be non-transitory. Memory 2402 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 memory 2402 is used to store at least one computer program, which is executed by processor 2401 to implement the game interface display method provided in the method embodiment of the present application.
[0357] In some embodiments, terminal 2400 may optionally include a peripheral device interface 2403 and at least one peripheral device. Processor 2401, memory 2402, and peripheral device interface 2403 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 2403 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 2404, a display screen 2405, a camera assembly 2406, an audio circuit 2407, and a power supply 2408.
[0358] The peripheral device interface 2403 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 2401 and the memory 2402. In some embodiments, the processor 2401, the memory 2402, and the peripheral device interface 2403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2401, the memory 2402, and the peripheral device interface 2403 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0359] RF circuit 2404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. RF circuit 2404 communicates with communication networks and other communication devices via electromagnetic signals. RF circuit 2404 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. RF circuit 2404 optionally includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. RF circuit 2404 can communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, RF circuit 2404 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0360] The display screen 2405 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 2405 is a touch screen display, the display screen 2405 also has the ability to collect touch signals on the surface or above the surface of the display screen 2405. The touch signal can be input as a control signal to the processor 2401 for processing. At this time, the display screen 2405 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 2405, which is set on the front panel of the terminal 2400; in other embodiments, there can be at least two display screens 2405, which are respectively set on different surfaces of the terminal 2400 or in a folding design; in other embodiments, the display screen 2405 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal 2400. Even more, the display screen 2405 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 2405 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0361] The camera assembly 2406 is used to capture images or videos. Optionally, the camera assembly 2406 includes a front camera and a rear camera. The front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 2406 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. The dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0362] The audio circuit 2407 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 2401 for processing, or input into the radio frequency circuit 2404 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each located in different parts of the terminal 2400. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 2401 or the radio frequency circuit 2404 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 2407 may also include a headphone jack.
[0363] Power supply 2408 is used to power various components in terminal 2400. Power supply 2408 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 2408 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.
[0364] In some embodiments, the terminal 2400 further includes one or more sensors 2410 , including but not limited to: an acceleration sensor 2411 , a gyroscope sensor 2412 , a pressure sensor 2413 , an optical sensor 2414 , and a proximity sensor 2415 .
[0365] The accelerometer 2411 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal 2400. For example, the accelerometer 2411 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 2401 can control the display screen 2405 to display the user interface in either a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 2411. The accelerometer 2411 can also be used to collect game or user motion data.
[0366] The gyroscope sensor 2412 can detect the orientation and rotation angle of the terminal 2400. It can work in conjunction with the accelerometer 2411 to collect the user's 3D movements on the terminal 2400. Based on the data collected by the gyroscope sensor 2412, the processor 2401 can implement the following functions: motion sensing (for example, changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0367] The pressure sensor 2413 can be provided on the side frame of the terminal 2400 and / or below the display screen 2405. When the pressure sensor 2413 is provided on the side frame of the terminal 2400, it can detect the user's gripping signal of the terminal 2400, and the processor 2401 can perform left-hand or right-hand recognition or shortcut operations based on the gripping signal collected by the pressure sensor 2413. When the pressure sensor 2413 is provided below the display screen 2405, the processor 2401 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 2405. Operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0368] Optical sensor 2414 is used to detect ambient light intensity. In one embodiment, processor 2401 can control the display brightness of display screen 2405 based on the ambient light intensity detected by optical sensor 2414. Specifically, when the ambient light intensity is high, the display brightness of display screen 2405 is increased; when the ambient light intensity is low, the display brightness of display screen 2405 is decreased. In another embodiment, processor 2401 can also dynamically adjust the shooting parameters of camera assembly 2406 based on the ambient light intensity detected by optical sensor 2414.
[0369] Proximity sensor 2415, also known as a distance sensor, is provided on the front panel of terminal 2400. Proximity sensor 2415 is used to detect the distance between the user and the front of terminal 2400. In one embodiment, when proximity sensor 2415 detects that the distance between the user and the front of terminal 2400 is gradually decreasing, processor 2401 controls display screen 2405 to switch from the screen-on state to the screen-off state. When proximity sensor 2415 detects that the distance between the user and the front of terminal 2400 is gradually increasing, processor 2401 controls display screen 2405 to switch from the screen-off state to the screen-on state.
[0370] Those skilled in the art will understand that the structure shown in FIG24 does not constitute a limitation on the terminal 2400 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0371] Optionally, the computer device is provided as a server. Figure 25 is a schematic diagram of the structure of a server provided in an embodiment of the present application. The server 2500 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 2501 and one or more memories 2502, wherein at least one computer program is stored in the memory 2502, and at least one computer program is loaded and executed by the processor 2501 to implement the methods provided in the above-mentioned various method embodiments. Of course, the server may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output. The server may also include other components for implementing device functions, which will not be described in detail here.
[0372] An embodiment of the present application also provides a computer-readable storage medium, which stores at least one computer program. The at least one computer program is loaded and executed by a processor to implement the operations performed by the game interface display method of the above embodiment.
[0373] An embodiment of the present application also provides a computer program product, including a computer program, which, when executed by a processor, implements the operations performed by the game interface display method of the above embodiment.
[0374] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or may be accomplished by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.
[0375] The above description is merely an optional embodiment of the embodiments of the present application and is not intended to limit the embodiments of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the embodiments of the present application shall be included in the scope of protection of the present application.
Claims
1. A game interface display method, executed by a computer device, comprising: Displaying a game interface of a turn-based chess game, wherein the game interface displays a virtual chessboard and a virtual chess player, and the virtual chessboard displays a first virtual chess piece of the virtual chess player; In response to a drag operation on the first virtual chess piece, displaying in the game interface that the virtual chess player is dragging the first virtual chess piece through a target prop; In response to the drag operation ending, the first virtual chess piece is displayed at a first position of the virtual chess board, where the first position is the position where the drag operation ends.
2. The method according to claim 1, wherein The game interface includes a player display area, the player display area is located outside the virtual chessboard, and the virtual player is displayed in the player display area; in response to the drag operation on the first virtual chess piece, displaying in the game interface that the virtual player drags the first virtual chess piece through a target prop, includes: In response to the dragging operation on the first virtual chess piece, the target prop is displayed dragging the first virtual chess piece on the virtual chess board, and a first animation is played in the chess player display area, wherein the first animation is used to display the process of the virtual chess player dragging the first virtual chess piece through the target prop.
3. The method according to claim 1 or 2, wherein: The method further comprises: During the process of the virtual chess player dragging the first virtual chess piece through the target prop, a floating special effect is displayed around the first virtual chess piece, and the floating special effect indicates that the first virtual chess piece is floating above the virtual chessboard.
4. The method according to any one of claims 1 to 3, wherein: In response to the dragging operation ending, displaying the first virtual chess piece at the first position of the virtual chessboard includes: In response to the dragging operation ending, a second animation is played at the first position, where the second animation is used to display a process of placing the first virtual chess piece at the first position.
5. The method according to any one of claims 1 to 4, wherein: In response to the dragging operation ending, displaying the first virtual chess piece at the first position of the virtual chessboard includes: In response to the end of the dragging operation, if a second virtual chess piece has been placed at the first position, the first virtual chess piece is displayed at the first position, and the second virtual chess piece is displayed at the second position, where the second position is the position of the first virtual chess piece before the first virtual chess piece is dragged.
6. The method according to any one of claims 1 to 5, wherein: In response to the dragging operation on the first virtual chess piece, displaying, in the game interface, that the virtual chess player drags the first virtual chess piece through the target prop includes: When the first virtual chess piece meets the dragging condition, in response to the dragging operation on the first virtual chess piece, the game interface displays the virtual chess player dragging the first virtual chess piece through the target prop.
7. The method according to any one of claims 1 to 6, wherein: In response to the dragging operation on the first virtual chess piece, displaying, in the game interface, that the virtual chess player drags the first virtual chess piece through the target prop includes: When the first energy value is not less than the second energy value, in response to the dragging operation of the first virtual chess piece, the game interface displays the virtual chess player dragging the first virtual chess piece through the target prop, the first energy value is the current energy value of the virtual chess player, and the second energy value is the energy value consumed by the virtual chess player to adjust the position of the chess piece.
8. The method according to any one of claims 1 to 7, wherein: The game interface includes a hand area, in which virtual cards owned by the virtual chess player are displayed; the method further includes: During the process of dragging the virtual card, when the virtual card enters the virtual chess board from the hand area, displaying that the virtual card is transformed into a third virtual chess piece, and displaying that the virtual chess player drags the third virtual chess piece through the target prop; In response to the dragging operation on the virtual card being completed, the third virtual chess piece is displayed at a third position on the virtual chessboard, where the dragging operation on the virtual card is completed.
9. The method according to any one of claims 1 to 8, wherein: In response to the dragging operation on the first virtual chess piece, displaying, in the game interface, that the virtual chess player drags the first virtual chess piece through the target prop includes: In response to a drag operation on the first virtual chess piece, the game interface displays the virtual chess player dragging the first virtual chess piece along a first path through the target prop, the first path is determined based on the fourth position, the second position and the chess pieces on the virtual chessboard, the first path points from the second position to the fourth position, and there is no chess piece on the first path, and the second position is the starting point of the drag operation.
10. The method according to claim 9, wherein: In response to the dragging operation on the first virtual chess piece, before displaying in the game interface that the virtual chess player is dragging the first virtual chess piece along the first path using the target prop, the method further includes: In response to the drag operation, the fourth position is predicted based on the second position and a drag direction of the drag operation.
11. The method according to claim 9, wherein: In response to the dragging operation on the first virtual chess piece, after displaying in the game interface that the virtual chess player is dragging the first virtual chess piece along the first path using the target prop, the method further includes: In response to a drag operation on the first virtual chess piece, when the first virtual chess piece moves to the second position, in the game interface, it is displayed that the virtual chess player drags the first virtual chess piece along a second path through the target prop, the second path is determined based on the fourth position, the fifth position and the chess pieces in the virtual chess board, the second path points from the fourth position to the fifth position, and there is no chess piece on the second path.
12. The method according to claim 11, wherein In response to the dragging operation on the first virtual chess piece, when the chess piece moves to the second position, before displaying in the game interface that the virtual chess player is dragging the first virtual chess piece along the second path using the target prop, the method further includes: When the first virtual chess piece moves to the fourth position, the fifth position is predicted based on the fourth position and the dragging direction of the drag operation.
13. A game interface display device, comprising: A display module, configured to display a game interface of a turn-based chess game, wherein the game interface displays a virtual chessboard and a virtual chess player, and a first virtual chess piece of the virtual chess player is displayed on the virtual chessboard; The display module is further configured to, in response to a drag operation on the first virtual chess piece, display, in the game interface, the virtual chess player dragging the first virtual chess piece through a target prop; The display module is further configured to display the first virtual chess piece at a first position of the virtual chessboard in response to the end of the dragging operation, where the first position is the position where the dragging operation ends.
14. A computer device comprising a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the game interface display method according to any one of claims 1 to 12.
15. A computer-readable storage medium, wherein at least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by a processor to implement the operations performed by the game interface display method according to any one of claims 1 to 12.
16. A computer program product, comprising a computer program, wherein when the computer program is executed by a processor, the computer program implements the operations performed by the game interface display method according to any one of claims 1 to 12.
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