Interface preview method and apparatus, and device, storage medium and program product

By displaying the chessboard area and piece attribute area in the chess game interface and receiving attribute preview operations, the system enables efficient viewing of virtual pieces and learning of game strategies, solving the problem of low human-computer interaction efficiency in the game interface and improving the player's learning experience.

WO2026045744A1PCT designated stage Publication Date: 2026-03-05TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2025/109069
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-09-02
Filing Date
2025-07-17
Publication Date
2026-03-05

AI Technical Summary

Technical Problem

In the existing game interface, the preview of game functions is presented in text form, which makes it difficult for beginners to learn the game functions vividly and results in low human-computer interaction efficiency.

Method used

By displaying the chessboard area and piece attribute display area of ​​the chess game, receiving attribute preview operations of the piece attributes, and responding to the operation, previewing and displaying virtual pieces that match the attribute matching relationship in the chessboard area, the efficiency of viewing virtual pieces and learning game strategies are improved.

Benefits of technology

It improves the efficiency of viewing virtual pieces with attribute relationships, reduces computational resource consumption, enhances human-computer interaction efficiency, simplifies redundant calculation processes, and helps players learn game strategies efficiently.

✦ Generated by Eureka AI based on patent content.

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Abstract

An interface preview method and apparatus, and a device, a storage medium and a program product. The method comprises: displaying a board area and a game piece attribute display area of a board game (210); receiving an attribute preview operation on a first game piece attribute (220); and in response to the attribute preview operation, displaying, in a preview mode, a first virtual game piece and a second virtual game piece in the board area (230).
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Description

Interface preview methods, devices, equipment, storage media and program products

[0001] This application claims priority to Chinese Patent Application No. 202411223596.1, filed on September 2, 2024, entitled "Interface Preview Method, Apparatus, Device, Storage Medium and Program Product", the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of virtual environments, and in particular to an interface preview method, apparatus, device, storage medium, and program product. Background Technology

[0003] Current game applications feature a variety of interactive methods, which greatly enhance the fun and enjoyment of gameplay for players.

[0004] In related technologies, the game interface provides multiple game controls with different game functions. The corresponding game functions can be realized by triggering the game controls, and the function descriptions of the game functions can also be previewed, which makes it easier for beginners to understand the game functions.

[0005] The feature descriptions shown in the previews above are usually presented in text form. The connection between the game features and the virtual scene is poor, which is not conducive to beginners learning the game features vividly, resulting in low human-computer interaction efficiency. Summary of the Invention

[0006] This application provides an interface preview method, apparatus, device, storage medium, and program product, which can improve the viewing efficiency of virtual chess pieces with attribute relationships through attribute preview operations. It can also enable players to efficiently learn game strategies by previewing the arrangement of virtual chess pieces, thereby improving human-computer interaction efficiency. The technical solution is as follows.

[0007] On the one hand, a method for previewing an interface is provided, executed by a computer device, the method comprising:

[0008] The game board area and the piece attribute display area are displayed for chess games. The chess board area includes the first virtual piece selected to participate in the virtual game, and the piece attribute display area includes the first piece attribute corresponding to the first virtual piece.

[0009] Receive the attribute preview operation for the first chess piece's attributes;

[0010] In response to the attribute preview operation, the first virtual chess piece and the second virtual chess piece are previewed and displayed in the chessboard area. The second virtual chess piece corresponds to the second chess piece attribute. The first chess piece attribute and the second chess piece attribute conform to the attribute matching relationship. The first virtual chess piece and the second virtual chess piece are arranged in the chessboard area in an array corresponding to the attribute matching relationship.

[0011] On the other hand, an interface preview device is provided, the device comprising:

[0012] The display module is used to display the chessboard area and the chess piece attribute display area of ​​the chess game. The chessboard area includes the first virtual chess piece selected to participate in the virtual game, and the chess piece attribute display area includes the first chess piece attribute corresponding to the first virtual chess piece.

[0013] The receiving module is used to receive attribute preview operations on the attributes of the first chess piece;

[0014] The preview module is used to respond to the attribute preview operation and preview the first virtual chess piece and the second virtual chess piece in the chessboard area. The second virtual chess piece corresponds to the second chess piece attribute. The first chess piece attribute and the second chess piece attribute conform to the attribute matching relationship. The first virtual chess piece and the second virtual chess piece are arranged in the chessboard area in an array corresponding to the attribute matching relationship.

[0015] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement the interface preview method as described in any of the embodiments of this application above.

[0016] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the interface preview method as described in any of the embodiments of this application above.

[0017] On the other hand, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform any of the interface preview methods described in the above embodiments.

[0018] The beneficial effects of the technical solutions provided in this application include at least the following:

[0019] By previewing the attributes of the first virtual piece in the attribute display area, in addition to displaying the first virtual piece selected to participate in the virtual game on the board area, a second virtual piece with the same attribute will also be previewed on the board area. This attribute preview allows for the determination of the second piece's attribute based on the first piece's attribute, enabling faster viewing of both virtual pieces simultaneously on the board area and improving the efficiency of viewing virtual pieces with attribute synergies. Furthermore, the arrangement of the first and second virtual pieces on the board area is also determined based on attribute synergies, making the preview layout of virtual pieces more consistent with the virtual game process, improving the accuracy of the attribute preview process. This allows players to efficiently understand the game distribution of virtual pieces during the preview, which not only helps players learn game strategies but also reduces the amount of data computation during the virtual piece preview process, lowering the consumption of computing resources. The streamlined operation also avoids excessive redundant calculations, improving human-computer interaction efficiency. Attached Figure Description

[0020] Figure 1 is a structural block diagram of an electronic device provided in an exemplary embodiment of this application;

[0021] Figure 2 is a flowchart of an exemplary embodiment of the present application providing an interface preview method;

[0022] Figure 3 is a flowchart of an interface preview method provided in another exemplary embodiment of this application;

[0023] Figure 4 is a schematic diagram of the interface for displaying a chessboard area provided in an exemplary embodiment of this application;

[0024] Figure 5 is a schematic diagram of the interface for previewing the receiving attributes provided in an exemplary embodiment of this application;

[0025] Figure 6 is a schematic diagram of an interface for displaying a first virtual chess piece and a second virtual chess piece provided in an exemplary embodiment of this application;

[0026] Figure 7 is a schematic diagram of an interface for displaying a first virtual chess piece and a second virtual chess piece provided in another exemplary embodiment of this application;

[0027] Figure 8 is a flowchart of an interface preview method provided in another exemplary embodiment of this application;

[0028] Figure 9 is a schematic diagram of the interface for displaying the first virtual chess piece and the second virtual chess piece provided in another exemplary embodiment of this application;

[0029] Figure 10 is a flowchart of an interface preview method provided in yet another exemplary embodiment of this application;

[0030] Figure 11 is a schematic diagram of the interface for viewing the receiving attributes provided in an exemplary embodiment of this application;

[0031] Figure 12 is a schematic diagram of a game preview interface provided in an exemplary embodiment of this application;

[0032] Figure 13 is a schematic diagram of the interface for viewing the receiving attributes provided in another exemplary embodiment of this application;

[0033] Figure 14 is a schematic diagram of the game preview interface provided in another exemplary embodiment of this application;

[0034] Figure 15 is a flowchart of adjusting the attribute preview adjustment area according to an exemplary embodiment of this application;

[0035] Figure 16 is a schematic diagram of the interface for receiving the preview closing operation provided in an exemplary embodiment of this application;

[0036] Figure 17 is a schematic diagram of the interface before the operation of restoring the display of received attributes preview provided in an exemplary embodiment of this application;

[0037] Figure 18 is a general flowchart of an exemplary embodiment of the present application providing an interface preview method;

[0038] Figure 19 is a structural block diagram of an interface preview device provided in an exemplary embodiment of this application;

[0039] Figure 20 is a structural block diagram of a terminal provided in an exemplary embodiment of this application. Detailed Implementation

[0040] First, a brief introduction to the terms used in the embodiments of this application will be given.

[0041] Turn-based board games: These are board games where players pre-arrange their "pieces" before the game begins, and during the game, the pieces automatically engage in combat based on the pre-arranged layout. The "pieces" are usually represented by virtual characters, such as virtual heroes. During the game, these virtual characters automatically unleash various skills to fight. The game is typically turn-based; when all of one player's pieces are eliminated (i.e., their virtual character health points decrease to zero), that player loses the turn.

[0042] Auto Chess: A multiplayer turn-based competitive game where heroes are collected and exchanged within a single game.

[0043] Chessboard: refers to the area in the turn-based chess game interface used for preparing for and conducting the game. The chessboard can be any of the following: a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, or a three-dimensional virtual chessboard. This application does not limit the scope of the application.

[0044] Traditional auto chess boards are divided into a battle area and a piece candidate area. The battle area consists of several identical squares used to place pieces that will engage in combat during the game. The piece candidate area includes several candidate piece positions for placing candidate pieces that will not participate in the battle and can be dragged and placed into the battle area during the preparation phase. The chessboard area provided in this embodiment does not include the piece candidate area, but only the battle area.

[0045] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, but the shape of the chess squares is not limited in the embodiments of this application.

[0046] Cards: A common term in game genres, originating from tabletop games. Unlike chess, where players directly manipulate chess pieces, cards represent the content of the game on physical cards.

[0047] Energy: A resource in games. In this application, energy is defined as the resource a player uses to play cards; playing a card requires consuming the corresponding amount of energy indicated on the card.

[0048] Equipment: In Auto Chess games, each piece can generally wear 3 pieces of equipment (or other pieces of equipment). Equipment can provide heroes with attributes or effects such as: attack power, defense power, health, healing, penetration, shield, etc.

[0049] Chess player: refers to a virtual character played by a player. Each chess player has different special abilities that help the player to play the game better.

[0050] This application provides an interface preview method that improves the efficiency of viewing virtual chess pieces with attribute relationships through attribute preview operations. It also allows players to efficiently learn game strategies by previewing the arrangement of virtual chess pieces, thus enhancing human-computer interaction efficiency. The interface preview method provided in this application can be applied to various game scenarios, including strategy board games, multiplayer online games, tactical competitive games, and real-time strategy games, and is not limited thereto.

[0051] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data. These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant regions.

[0052] Secondly, the computer system that implements the interface preview method will be introduced.

[0053] Figure 1 shows a structural block diagram of a computer system provided in an exemplary embodiment of this application. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.

[0054] The first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 can 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 can be a client for an auto chess game. The first terminal 110 is the terminal used by the first user 112. During the preparation phase of the game, the first user 112 uses the first terminal 110 to place pieces in the battle area of ​​the chessboard. During the battle phase, the first terminal 110 or the server 120 automatically controls the pieces to fight based on the attributes, skills, and layout of the pieces in the battle area. 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 client 131, the user interface of client 131 is displayed on the screen of the second terminal 130. This client can be a client for an auto chess game. The second terminal 130 is the terminal used by the second user 132. During the preparation phase of the game, the second user 132 uses the second terminal 130 to place pieces in the battle area of ​​the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the pieces to fight based on the attributes, skills, and layout of the pieces in the battle area.

[0055] Optionally, the pieces placed by the first user through the first terminal 110 and the pieces placed by the second user through the second terminal 130 are located in different battle areas on the same chessboard, meaning the first user and the second user are on the same chessboard in the same game. Alternatively, the pieces placed by the first user through the first terminal 110 and the pieces placed by the second user through the second terminal 130 are located on different chessboards, meaning the first user and the second user are on different chessboards in the same game. It should be noted that, in one optional embodiment, a game of turn-based chess game involves six user accounts. In each round, the six user accounts are paired up, and the two paired user accounts play against each other on the same chessboard in that round.

[0056] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of multiple terminals, and the second terminal 130 can refer to another of multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers. The following embodiments use smartphones as examples.

[0057] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal (i.e., the user plays against the artificial intelligence), or there may be six, eight, or more terminals. This application does not limit the number of terminals or the type of device.

[0058] Figure 1 shows only two terminals, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 are terminals corresponding to developers, on which a development and editing platform supporting a virtual environment client is installed. Developers can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0059] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0060] 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 3D virtual environment (clients for turn-based chess games / auto chess games). Optionally, server 120 undertakes the primary computational work, and the terminal undertakes secondary computational work; or, server 120 undertakes secondary computational work, and the terminal undertakes primary computational work; or, server 120 and the terminal collaborate on computation using a distributed computing architecture.

[0061] In an illustrative example, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. Processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124. User account database 123 stores data about user accounts used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and the service area where the user account is located. Battle service module 124 provides multiple battle rooms for users to play against each other. User-facing I / O interface 125 establishes communication and exchanges data with first terminal 110 and / or second terminal 130 via wireless or wired network.

[0062] Based on the above-mentioned terminology and application scenarios, the interface preview method provided in this application will be explained. Taking the application of this method to a terminal as an example, as shown in Figure 2, the method includes the following steps 210 to 230.

[0063] Step 210: Display the chessboard area and the piece attribute display area for the chess game.

[0064] In a schematic representation, board games involve pre-setting virtual pieces before a real game, and then having these virtual pieces automatically engage in combat based on the pre-set layout. A board area is included in board games; this area is used to place the virtual pieces, which are then used to automatically play virtual games within the board area. Virtual pieces can include at least one of several virtual elements, such as virtual heroes, virtual soldiers, virtual pets, and virtual items.

[0065] Optionally, the chessboard area is a grid area, which includes multiple small rectangular points used to deploy virtual chess pieces; or, the chessboard area is an irregular area composed of multiple polygonal points used to deploy virtual chess pieces; or, the chessboard area is a virtual environment area composed of multiple generated random points used to deploy virtual chess pieces, etc.

[0066] The piece attribute display area is used to display the attributes of the pieces, which are the preset attributes of the virtual pieces.

[0067] Optionally, a virtual piece corresponds to at least one piece attribute. For example, virtual piece 1 corresponds to piece attribute a, and virtual piece 2 corresponds to piece attributes b and c.

[0068] Optionally, different virtual pieces may correspond to at least one piece attribute that is all the same, partially the same, partially different, or all different. For example, virtual piece 1 corresponds to piece attribute a, virtual piece 2 corresponds to piece attributes a and b, virtual piece 3 also corresponds to piece attributes a and b, and so on.

[0069] In illustrative terms, the chess piece attributes are used to represent the attribute information of the synergy between virtual chess pieces. Synergy is the game effect of mutual influence between virtual chess pieces in chess games. For example, when virtual chess piece 1 performs a virtual game alone, it meets the basic synergy and can generate 1 point of virtual damage on its own; when virtual chess piece 1 and virtual chess piece 2 participate in a virtual game together, they meet the intermediate synergy and can generate 2 points of virtual damage each on its own, and 4 points of virtual damage together, and so on.

[0070] In some embodiments, the chessboard area and the piece attribute display area are two independent areas displayed on the terminal interface, such as displaying the chessboard area on the left side of the interface and displaying the piece attribute display area on the right side of the interface; or, the piece attribute display area is displayed above the chessboard area, such as displaying the piece attribute display area as a floating window on the chessboard area, etc. The display of the two areas is not limited here.

[0071] The chessboard area includes the first virtual piece selected to participate in the virtual game.

[0072] Indicatively, if virtual pieces are chosen to participate in virtual games, then virtual pieces are selected and deployed on the board area so that they can automatically execute the game process on the board area in subsequent virtual games. The first virtual piece is the virtual piece deployed on the board area.

[0073] The first virtual piece corresponds to the first piece attribute, and the piece attribute display area includes the first piece attribute corresponding to the first virtual piece.

[0074] For illustrative purposes, the first piece attribute is implemented as at least one attribute information corresponding to the first virtual piece, such as the first piece attribute corresponding to the first virtual piece being "Mage attribute"; or, the first piece attribute corresponding to the first virtual piece being "Mage attribute" and "Brawler attribute", etc.

[0075] Optionally, the piece attribute display area includes the piece attributes corresponding to at least one virtual piece participating in the virtual game. The first virtual piece, being one of at least one virtual piece, has its own attribute displayed in the piece attribute display area. For example, if the selected virtual pieces participating in the virtual game include virtual piece 1 and virtual piece 3, then the piece attribute display area will show piece attribute 'a' corresponding to virtual piece 1 and piece attribute 'c' corresponding to virtual piece 3.

[0076] Optionally, the piece attribute display area is used to display the piece attributes of the virtual pieces that are selected and participate in the virtual game. If the first virtual piece is selected, its attributes will be displayed in the piece attribute display area. For example, if the selected virtual pieces participating in the virtual game include virtual piece 1 and virtual piece 3, and virtual piece 1 is selected (e.g., by clicking or long-pressing virtual piece 1), then piece attribute 'a' corresponding to virtual piece 1 will be displayed in the piece attribute display area, but piece attribute 'c' corresponding to virtual piece 3 will not be displayed.

[0077] Step 220: Receive the attribute preview operation for the first piece's attributes.

[0078] As an illustration, when the attribute display area shows the attribute of the first virtual piece, the user can receive an attribute preview operation for the attribute of the first piece.

[0079] Optionally, the attribute preview operation is a long press operation targeting the attribute of the first piece. For example, the attributes of the first piece include the "Fighter Attribute" and the "Mage Attribute" corresponding to the first virtual piece. The long press operation targeting the "Mage Attribute" is used as the attribute preview operation. The long press operation can be a continuous press operation on the attribute of the first piece, or a press operation on the attribute of the first piece for a preset duration (such as pressing for 3 seconds), etc., without limitation here.

[0080] Optionally, the attribute preview operation is a click operation targeting the attribute of the first piece. For example, if the attributes of the first piece include the "Fighter Attribute" and "Mage Attribute" corresponding to the first virtual piece, then a click operation targeting the "Fighter Attribute" will be used as the attribute preview operation.

[0081] Optionally, the attribute preview operation is a sliding operation targeting the attributes of the first piece. For example, if the attributes of the first piece include "Fighter Attribute" and "Mage Attribute" corresponding to the first virtual piece, a sliding operation of sliding a preset distance on the text content of "Fighter Attribute" will be used as the attribute preview operation.

[0082] Optionally, the attribute preview operation can be a voice-triggered operation for the attributes of the first piece. For example, the attributes of the first piece include the "Fighter Attribute" and "Mage Attribute" corresponding to the first virtual piece. The voice-triggered operation, which receives the audio and parses out the "Fighter Attribute" content, can be used as the attribute preview operation.

[0083] As an illustration, the attribute preview operation is used to preview other virtual pieces that have attribute synergies with the first piece's attributes. Therefore, the attribute preview operation helps to understand the relationships between the first piece's attributes and other virtual pieces.

[0084] Step 230: In response to the attribute preview operation, preview and display the first and second virtual chess pieces in the chessboard area.

[0085] Among them, the second virtual piece corresponds to the second piece attribute, and the first piece attribute and the second piece attribute conform to the attribute matching relationship.

[0086] For illustrative purposes, the second piece attribute is at least one attribute information corresponding to the second virtual piece, such as the second piece attribute corresponding to the second virtual piece being "Battler attribute"; or, the second piece attribute corresponding to the second virtual piece being "Mage attribute" and "Battler attribute", etc.

[0087] Optionally, attribute synergy relationships include auxiliary synergy relationships between the second piece attribute and the first piece attribute. For example, a virtual piece with a second piece attribute can create a synergy effect on a virtual piece with a first piece attribute. If a virtual piece with a second piece attribute exists, it will increase the virtual attack damage of the virtual piece with the first piece attribute, or increase the virtual defense level of the virtual piece with the first piece attribute, etc. Alternatively, a virtual piece with a first piece attribute can create a synergy effect on a virtual piece with a second piece attribute. If a virtual piece with a first piece attribute exists, it will increase the virtual attack damage of the virtual piece with the second piece attribute, or increase the virtual defense level of the virtual piece with the second piece attribute, etc.

[0088] Optionally, attribute synergy includes the same-attribute bonus relationship between the second piece's attribute and the first piece's attribute, meaning that additional game effects will occur when the second piece's attribute and the first piece's attribute are the same. For example, if there are multiple virtual pieces with the same attribute within the board area, the synergy function in the board game will be triggered, thereby increasing the virtual attack damage and / or virtual defense of multiple virtual pieces with that attribute on the board.

[0089] Optionally, attribute synergy includes the game coordination relationship between the second piece attribute and the first piece attribute. For example, if virtual pieces with both the first and second piece attributes exist in a virtual game, the overall virtual game will be more coordinated. For example, if there is a virtual piece with the first piece attribute "virtual mage," to improve team coordination in a virtual game, the second piece attribute is determined to be "virtual warrior." This attribute synergy helps improve the overall effect of the virtual game.

[0090] In some embodiments, in response to an attribute preview operation, a second piece attribute that conforms to the attribute matching relationship with the first piece attribute is determined; while displaying the first virtual piece in the chessboard area, a preview of the second virtual piece with the second piece attribute is also displayed.

[0091] Indicatively, when the attribute pairing relationship is the aforementioned auxiliary pairing relationship, in response to the attribute preview operation, the second piece attribute is determined to pair with the first piece attribute to produce a game pairing effect, and the second virtual piece with the second piece attribute is determined, so as to preview and display the first virtual piece and the second virtual piece.

[0092] Indicatively, when the attribute pairing relationship is the same as the above-mentioned attribute gain relationship, in response to the attribute preview operation, it is determined that the attribute of the second piece is the same as the attribute of the first piece corresponding to the first virtual piece. Therefore, in addition to previewing and displaying the first virtual piece, other virtual pieces that also have the attribute of the first piece will also be previewed and displayed as the second virtual piece.

[0093] Optionally, the second virtual piece is at least one virtual piece other than the first virtual piece among a plurality of virtual pieces, and the plurality of virtual pieces are pre-configured virtual pieces in the chess game; after the attributes of the second piece are determined based on the attributes of the first piece, at least one virtual piece other than the first virtual piece and having the attributes of the second piece is selected from the plurality of virtual pieces as the second virtual piece for preview display.

[0094] For example: Virtual chess piece 1, virtual chess piece 2, virtual chess piece 3, and virtual chess piece 4 are pre-configured. Virtual chess piece 1 has chess piece attribute a and chess piece attribute b; virtual chess piece 2 has chess piece attribute a; virtual chess piece 3 has chess piece attribute c and chess piece attribute d; virtual chess piece 4 has chess piece attribute a and chess piece attribute c. If the first virtual chess piece is virtual chess piece a, and an attribute preview operation is performed on chess piece attribute a, then chess piece attribute a is taken as the first chess piece attribute. If the attribute configuration relationship between the second chess piece attribute and the first chess piece attribute is a same attribute gain relationship, then the second virtual chess piece with chess piece attribute a is determined from multiple virtual chess pieces, including virtual chess piece 2 and virtual chess piece 4, etc.

[0095] The first and second virtual pieces are arranged in an array on the chessboard area according to their attribute matching relationships.

[0096] Optionally, different virtual pieces are arranged in different positions within the chessboard area. When the first virtual piece and the second virtual piece are previewed, the arrangement position of the first virtual piece and the arrangement position of the second virtual piece are determined based on the attribute combination relationship between the first virtual piece and the second virtual piece.

[0097] For illustrative purposes, if the second piece attribute is used to provide a synergistic effect for the first piece attribute, such as the second virtual piece of the second piece attribute providing virtual life points to the first virtual piece of the first piece attribute, then the first virtual piece can be arranged in front of the second virtual piece, and the second virtual piece can be arranged behind the first virtual piece, etc.

[0098] For illustrative purposes, if the first virtual piece is a virtual piece with high defensive capabilities and the second virtual piece is a virtual piece with a large attack range, then the first virtual piece will be displayed in front of the second virtual piece, and the second virtual piece will be displayed behind the first virtual piece, etc.

[0099] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0100] In summary, by previewing the attributes of the first virtual piece in the attribute display area, in addition to displaying the first virtual piece selected to participate in the virtual game on the board, a second virtual piece with the second piece's attributes will also be previewed on the board. This attribute preview allows for the determination of the second piece's attributes based on the first piece's attributes, enabling faster viewing of both virtual pieces simultaneously on the board and improving the efficiency of viewing virtual pieces with attribute synergies. Furthermore, the arrangement of the first and second virtual pieces on the board is also determined based on attribute synergies, making the preview layout of virtual pieces more consistent with the virtual game process, improving the accuracy of the attribute preview process. This allows players to efficiently understand the game distribution of virtual pieces during the preview, which not only helps players learn game strategies but also reduces the amount of data computation during the virtual piece preview process, lowering computational resource consumption. The streamlined operation also avoids excessive redundant calculations, improving human-computer interaction efficiency.

[0101] In an optional embodiment, based on the ownership of the first virtual chess piece and the second virtual chess piece by the first account, the first virtual chess piece and the second virtual chess piece are previewed and displayed in the chessboard area. Illustratively, as shown in Figure 3, the embodiment shown in Figure 2 can also be implemented as steps 310 to 330, wherein step 230 shown in Figure 2 can also be implemented as step 330.

[0102] Step 310: Display the chessboard area and the piece attribute display area for the chess game.

[0103] The chessboard area includes the first virtual chess piece selected to participate in the virtual game. The first virtual chess piece corresponds to the first chess piece attributes, and the chess piece attribute display area includes the first chess piece attributes corresponding to the first virtual chess piece.

[0104] In some embodiments, in addition to displaying the chessboard area and the piece attribute display area, a hand area is displayed, which is used to display the virtual pieces held or dealt to the player.

[0105] Indicatively, the hand area typically includes multiple virtual pieces, which can be acquired in at least one of the following ways: (1) automatically drawn or distributed to the player by the background program; (2) obtained after playing certain virtual pieces that have the effect of supplementing pieces; (3) acquired through game skills.

[0106] Optionally, the number of virtual pieces in the hand area is usually limited, such as a maximum of 8 pieces, with any excess pieces being automatically discarded or hidden.

[0107] This illustration demonstrates the interaction between the hand area and the board area. Virtual pieces are dragged from the hand area to the board area to select and deploy them in a virtual game. For example, dragging virtual piece 1 from the hand area to the board area deploys virtual piece 1; or dragging virtual piece 1 from the hand area to a specific point on the board area deploys virtual piece 1 at that point.

[0108] Figure 4 shows a schematic diagram of a chess game interface. It includes a chessboard area 410, a piece attribute display area 420, and a hand area 430. The hand area 430 contains multiple piece display slots 431, each of which displays a virtual piece. When a virtual piece from the hand area 430 is moved to the chessboard area 410, the virtual piece is removed from the chessboard area 410.

[0109] Optionally, each virtual piece corresponds to a piece type. This can mean one virtual piece per piece type, or multiple virtual pieces per piece type, meaning different virtual pieces of the same piece type can exist. For example, piece type A corresponds to virtual pieces A1 and A2; piece type B corresponds to virtual piece B1; piece type C corresponds to virtual pieces C1 and C2, etc., without limitation.

[0110] As shown in Figure 4, the virtual chess piece 411 selected to be deployed to the chessboard area 410 corresponds to chess piece type A. In addition, the hand area 430 also includes virtual chess pieces 412 that were not selected to be deployed to the chessboard area 410, and virtual chess piece 412 also corresponds to chess piece type A.

[0111] Taking virtual piece 411 as the first virtual piece selected to be deployed as an example, the attributes of the first piece corresponding to virtual piece 411 are displayed in the piece attribute display area 420. The attributes of the first piece include "magician" and "fighter". In addition, different first piece attributes include multiple level trigger conditions. The level trigger conditions are used to represent the conditions for triggering different levels.

[0112] For example, the level trigger conditions for "Mage" include "1", "2", and "3", meaning that when one "Mage" is deployed in the chessboard area 410, a game effect 1 occurs in the virtual game; when two "Mages" are deployed in the chessboard area 410, a game effect 2 occurs in the virtual game; and when three "Mages" are deployed in the chessboard area 410, a game effect 3 occurs in the virtual game. Or, the level trigger conditions for "Fighter" include "2", "4", and "6", meaning that when two "Mages" are deployed in the chessboard area 410, a game effect 4 occurs in the virtual game; when two "Mages" are deployed in the chessboard area 410, a game effect 5 occurs in the virtual game; and when three "Mages" are deployed in the chessboard area 410, a game effect 6 occurs in the virtual game, and so on.

[0113] Currently, since virtual chess piece 411 is deployed within chessboard area 410, it meets the first-level trigger condition "1" corresponding to "Magician", so it is "Magician 1" and "1" is displayed in bold, indicating that the first-level trigger condition has been met; in addition, it does not meet the first-level trigger condition "2" corresponding to "Fighter", so it is "Fighter 1" (representing 1 Fighter), but no number is displayed in bold, indicating that no level trigger condition has been met.

[0114] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0115] Step 320: Receive the attribute preview operation for the first piece.

[0116] Optionally, the attribute preview operation includes at least one of the following: long press, click, swipe, and voice trigger.

[0117] For illustrative purposes, the first piece attribute refers to the piece attributes possessed by the first virtual piece. The following explanation uses a long-press operation as an example to illustrate the implementation of the attribute preview operation for the first piece attribute.

[0118] As shown in Figure 5, taking virtual piece 511 as the first virtual piece selected for deployment as an example, the attributes of the first piece corresponding to virtual piece 511 are displayed in the piece attribute display area 520. The attributes of the first piece include "Mage" and "Fighter". The long press operation for "Mage" is used as the attribute preview operation. In addition, the long press operation for "Fighter" can also be used as the attribute preview operation; or, the long press operation for both "Mage" and "Fighter" can be used as the attribute preview operation (such as long pressing "Mage" and "Fighter" with two fingers at the same time), etc., without limitation here.

[0119] Step 330: In response to the attribute preview operation, based on the ownership of the first virtual chess piece and the second virtual chess piece by the first account, preview and display the first virtual chess piece and the second virtual chess piece in the chessboard area.

[0120] Optionally, the first account is the account logged into the chess game (the current chess game). For example, if a first account is logged in during the current chess game, the first account can arrange virtual pieces within the chessboard area, and can also adjust the arrangement of virtual pieces within the chessboard area; wherein, the first virtual piece is the virtual piece that the first account places on the chessboard area.

[0121] Optionally, the first account can be a friend account of a second account logged into the current board game. For example, if a second account is logged into the current board game, the second account can arrange virtual pieces within the board area. The first account, which is a friend of the second account, can view and assist the second account's game progress. Therefore, while the first account is assisting the second account in playing the board game, the first account can analyze the piece holdings based on the second account's information.

[0122] Piece ownership describes the situation where the first account holds the first and second virtual pieces. Piece ownership is typically determined based on the first account's board area and hand area. For illustrative purposes, virtual pieces existing in both the board and hand areas are considered as virtual pieces held by the first account.

[0123] In addition, considering that the first account plays the first virtual chess piece during the chess game, that is, the first virtual chess piece exists in the chessboard area, the first account is assumed to own the first virtual chess piece. The chess piece ownership situation includes the following forms: (1) The first account owns both the first virtual chess piece and the second virtual chess piece; (2) The first account owns the first virtual chess piece but does not own the second virtual chess piece.

[0124] The virtual chess pieces owned by the first account are displayed differently from those not owned by the first account.

[0125] For illustrative purposes, if the first account owns virtual pieces, the virtual pieces will be displayed in the first style, such as solid form, red style, bold style, etc.; if the first account does not own virtual pieces, the virtual pieces will be displayed in the second style, which is different from the first style, such as virtual form, green style, ordinary line style, etc.

[0126] In an optional embodiment, if the first account has a second virtual chess piece, the first and second virtual chess pieces of a first style are displayed in the chessboard area.

[0127] For illustrative purposes, if the first account possesses both a first virtual chess piece and a second virtual chess piece, the first and second virtual chess pieces with the same first style will be displayed during the preview. As shown in Figure 6, two second virtual chess pieces are determined based on the first chess piece attribute of the first virtual chess piece 610, namely virtual chess piece 620 and virtual chess piece 630; when the first account possesses both the first virtual chess piece 610 and the second virtual chess piece, the preview displays the first virtual chess piece 610 with a physical style, the virtual chess piece 620 with a physical style, and the virtual chess piece 630 with a physical style.

[0128] In an optional embodiment, if the first account does not own the second virtual piece, a first virtual piece of a first style is displayed in the chessboard area, and a second virtual piece of a second style is displayed.

[0129] The second style is different from the first style.

[0130] To illustrate, when the first account possesses the first virtual chess piece but not the second virtual chess piece, during the preview of the first and second virtual chess pieces, the first virtual chess piece with the first style is displayed, and the second virtual chess piece with a second style different from the first style is also previewed. As shown in Figure 7, based on the first chess piece attributes of the first virtual chess piece 710, two second virtual chess pieces are determined, namely virtual chess piece 720 and virtual chess piece 730; when the first account possesses both the first virtual chess piece 710 and the second virtual chess piece, the first virtual chess piece 710 with a solid style is previewed, and the virtual chess piece 720 and the virtual chess piece 730 with a virtual style are also previewed.

[0131] The above solid style and virtual style are the first style and the second style, respectively. They are only illustrative examples. The first style and the second style can be different color styles, different special effect styles, different shadow styles, etc., which are not limited here.

[0132] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0133] This application embodiment describes displaying virtual chess pieces in different styles based on the ownership status of virtual chess pieces by a first account. If the first account owns virtual chess pieces, a first style is displayed; if the first account does not own virtual chess pieces, a second style is displayed. Different styles enhance the player's understanding of the preview information, allowing them to more intuitively understand their virtual chess piece ownership status. This also encourages players to acquire any virtual chess pieces they do not yet own, increasing game enjoyment and improving human-computer interaction efficiency. Furthermore, dynamically switching the display style based on chess piece ownership can reduce unnecessary resource rendering calculations, lower data transmission volume and rendering burden, effectively conserving computing resources while ensuring a smooth player experience and improving the performance and fluency of chess game operations.

[0134] In an optional embodiment, each virtual piece possesses a game attribute representing its ability attributes when performing a virtual game. Based on the first game attribute of the first virtual piece and the second game attribute of the second virtual piece, the first virtual piece and the second virtual piece are displayed at different game points on the board area. Illustratively, as shown in Figure 8, the embodiment shown in Figure 2 can also be implemented as steps 810 to 830, wherein step 230 shown in Figure 2 can also be implemented as step 830.

[0135] Step 810: Display the chessboard area and the piece attribute display area for the chess game.

[0136] The chessboard area includes the first virtual chess piece selected to participate in the virtual game. The first virtual chess piece corresponds to the first chess piece attributes, and the chess piece attribute display area includes the first chess piece attributes corresponding to the first virtual chess piece.

[0137] As an illustration, step 810 has already been explained in steps 210 and 310 above, and will not be repeated here.

[0138] Step 820: Receive the attribute preview operation for the first piece's attributes.

[0139] Optionally, the attribute preview operation includes at least one of the following: long press, click, swipe, and voice trigger.

[0140] Optionally, when the first virtual piece corresponds to multiple first piece attributes, the first piece attribute that receives the attribute preview operation can be one of the multiple first piece attributes, or some of the multiple first piece attributes (such as selecting multiple and long-pressing), or all of the multiple first piece attributes (such as selecting all and long-pressing), etc., without any limitation here.

[0141] Step 830: In response to the attribute preview operation, based on the first game attribute of the first virtual piece and the second game attribute of the second virtual piece, preview the first virtual piece at the first game point in the chessboard area, and preview the second virtual piece at the second game point in the chessboard area.

[0142] Among them, the game attribute is the ability of the virtual piece to perform a virtual game within the chessboard area.

[0143] Optionally, the game attributes include at least one of several attributes such as attack attributes, defense attributes, healing attributes, and skill attributes. Attack attributes represent the virtual damage a virtual piece inflicts on other virtual pieces during a virtual game; defense attributes represent the virtual piece's ability to defend against virtual attacks from other virtual pieces during a virtual game; healing attributes represent the virtual piece's ability to heal itself or its teammates during a virtual game, such as restoring virtual health or virtual mana; and skill attributes represent the virtual piece's ability to use virtual skills during a virtual game, such as using virtual skill A to produce effect 'a', using virtual skill B to produce effect 'b', etc.

[0144] Wherein, the first game attribute is the game attribute corresponding to the first virtual piece, and the second game attribute is the game attribute corresponding to the second virtual piece. Optionally, the game attribute is the same as the aforementioned piece attributes, that is, the first game attribute is the aforementioned first piece attribute, and the second game attribute is the aforementioned second piece attribute; or, the game attribute is different from the aforementioned piece attributes, that is, the first virtual piece corresponds to both the first game attribute and the first piece attribute, and the second virtual piece corresponds to both the second game attribute and the second piece attribute, without any limitation here.

[0145] In some embodiments, the piece attributes focus on describing the characteristics of the virtual piece itself, while the game attributes focus on describing the attributes of the virtual piece in a virtual game. For example, the first piece attribute indicates that the first virtual piece is a "magician" or "fighter", and the first game attribute indicates that the first virtual piece can generate "10 points of attack damage" and has "level 1 defense ability" in a virtual game, etc., without limitation.

[0146] In some embodiments, upon receiving an attribute preview operation, the first game attribute and the second game attribute are comprehensively analyzed to display the corresponding virtual pieces at different game points in the game board area.

[0147] Optionally, the chessboard area includes multiple game points, each representing a game position. Illustratively, these multiple game points are distributed on the chessboard area in a pre-defined pattern. For example, the chessboard area may be a grid area, with game points being small rectangular areas within the grid, or intersections within the grid; alternatively, the chessboard area may be a large area composed of multiple polygonal regions, with game points being the polygonal regions within it, as shown in Figure 4. In this case, a game point is a hexagonal region 413 within the chessboard area 410, and the chessboard area 410 includes multiple hexagonal regions 413, meaning the chessboard area 410 includes multiple game points.

[0148] In illustrative terms, a game point is a location within the board area used to arrange virtual pieces. For example, you can arrange a virtual piece by dragging it from your hand area to a game point in the board area; or you can arrange a virtual piece by dragging it from game point 1 to game point 2 in the board area.

[0149] In some embodiments, based on a first game attribute and a second game attribute, a first virtual piece is previewed at a first game point in the game board area, and a second virtual piece is previewed at a second game point in the game board area.

[0150] The chessboard area includes multiple game points, including the first game point and the second game point.

[0151] For illustration purposes, the first and second game points are different. When displaying the first and second virtual pieces based on attribute preview operations, the first game attribute and the second game attribute are first determined. Then, through analysis of the first and second game attributes, the game point used to preview and display the first virtual piece is determined from the chessboard area, which is called the first game point, and the game point used to preview and display the second virtual piece is determined, which is called the second game point.

[0152] Optionally, the game attributes include at least one attribute ability, such as the first game attribute including "virtual attack damage 10" and "virtual defense 5"; the second game attribute including "virtual attack damage 15" and "virtual defense 3", etc.

[0153] Optionally, by comparing the first and second game attributes, virtual pieces with higher virtual attack damage are placed in front of virtual pieces with lower virtual attack damage, such as placing the second virtual piece with the second game attribute in front and the first virtual piece with the first game attribute in back; or, virtual pieces with higher virtual defense are placed in front of virtual pieces with lower virtual defense, such as placing the first virtual piece with the first game attribute in front and the second virtual piece with the second game attribute in back, etc.

[0154] In an optional embodiment, a first virtual piece is displayed at a first game point in the chessboard area based on attribute recommendations, and a second virtual piece is displayed at a second game point in the chessboard area.

[0155] Among them, the attribute-recommended formation is the formation result obtained based on the first game attribute and the second game attribute.

[0156] To illustrate, when analyzing the first and second game attributes, the state of at least one ability attribute in the two game attributes is comprehensively compared, and a recommended formation for the first and second virtual pieces is generated.

[0157] Optionally, the attribute-recommended formation is a piece arrangement obtained by analyzing the constraints of the first and second game attributes. For example, the first game attribute includes "virtual attack damage 10" and "virtual defense 5"; the second game attribute includes "virtual attack damage 15" and "virtual defense 3". After comprehensive analysis, an attribute-recommended formation is generated, indicating that the first virtual piece with the first game attribute is placed in front, so as to resist the virtual attacks of other virtual pieces with stronger virtual defense; the second virtual piece with the second game attribute is placed behind, so that while being protected by the first virtual piece's defense, it can also inflict some virtual attacks on other virtual pieces with stronger virtual attack damage, thus achieving effective cooperation between the first and second virtual pieces.

[0158] The above describes how game attributes determine recommended layouts and then display virtual pieces at corresponding game points. Since game attributes represent the performance of virtual pieces in a virtual game, the recommended layouts generated based on the game performances of the first and second virtual pieces displayed in the preview area can effectively reflect the game relationship between the first and second virtual pieces. This guides users to arrange virtual pieces according to the recommended layouts, lowering the operational threshold while improving the effective utilization of computing resources and enhancing human interaction efficiency.

[0159] In some embodiments, if the first game attribute and the second game attribute meet a first preset condition, a first recommended formation is generated as the attribute recommended formation.

[0160] For illustrative purposes, the first preset condition is a pre-set condition, such as a first preset threshold. If the first match attribute is higher than the first preset threshold and the second match attribute is lower than the first preset threshold, it is considered to meet the first preset condition, thereby generating a first recommended formation as the attribute recommended formation; and / or, a certain preset ability attribute in the first match attribute is higher than the corresponding preset ability attribute in the second match attribute (such as the virtual defense in the first match attribute being higher than the virtual defense in the second match attribute, etc.); and / or, at least one ability attribute in the first match attribute is higher than the corresponding ability attribute in the second match attribute (such as the virtual defense in the first match attribute being higher than the virtual defense in the second match attribute, and the movement speed in the first match attribute being higher than the movement speed in the second match attribute, etc.).

[0161] Among them, the first recommended formation indicates that the first game point produces a higher game gain effect than the second game point produces a higher game gain effect.

[0162] Schematic illustration: In the first recommended formation, if the first virtual piece has a greater contribution to the virtual game and the second virtual piece has a smaller contribution, then in the first recommended formation, the first virtual piece is placed at the first game point where the game benefit effect is stronger. The game benefit effect is used to characterize the contribution of the virtual piece in the virtual game, and the game benefit effect includes at least one of the game attack effect and the game defense effect. In addition, the second virtual piece is placed at the second game point where the game benefit effect is weaker.

[0163] As shown in Figure 7, since the first virtual piece 710 has stronger virtual defense than the second virtual pieces (virtual pieces 720 and 730), the first virtual piece 710 is displayed at the first game point 711 where the game benefit is stronger, while the virtual pieces 720 and 730 are displayed at the second game points (game point 712 and game point 713) where the game benefit is weaker.

[0164] In other words, in the first recommended formation, the first game bonus effect generated by the first virtual piece at the first game point is higher than the second game bonus effect generated by the second virtual piece at the second game point, so as to meet the piece arrangement required by the first preset condition and preview a more suitable piece formation.

[0165] In some embodiments, if the first game attribute and the second game attribute meet a second preset condition, a second recommended formation is generated as the attribute recommended formation.

[0166] Among them, the second recommended formation indicates that the first game's benefit effect is lower than the second game's benefit effect.

[0167] For illustrative purposes, the second preset condition is a pre-set condition, such as a second preset threshold. If the first match attribute is lower than the second preset threshold and the second match attribute is higher than the first preset threshold, it is considered to meet the second preset condition, thereby generating a second recommended formation as the attribute recommended formation; and / or, a preset ability attribute in the first match attribute is lower than the corresponding preset ability attribute in the second match attribute (such as the virtual attack damage in the first match attribute being lower than the virtual attack damage in the second match attribute); and / or, at least one ability attribute in the first match attribute is lower than the corresponding ability attribute in the second match attribute (such as the movement speed in the first match attribute being slower than the movement speed in the second match attribute).

[0168] Among them, the second recommended formation indicates that the first game point produces a lower game gain effect than the second game point produces a lower game gain effect.

[0169] To illustrate, in the second recommended formation, if the second virtual piece has a greater contribution to the virtual game and the first virtual piece has a smaller contribution, then the second recommended formation will place the second virtual piece at the second game point where the game benefit is stronger; conversely, the first virtual piece will be placed at the first game point where the game benefit is weaker.

[0170] As shown in Figure 9, since the first virtual piece 910 has a lower movement speed than the second virtual pieces (virtual pieces 920 and 930), the first virtual piece 910 is displayed at the first game point 911 in the back during the preview. In addition, since the second virtual piece 920 has a faster movement speed than the second virtual piece 930, virtual piece 920 is displayed at game point 912 in the second game point, and virtual piece 930 is displayed at game point 913 in the second game point, and so on.

[0171] In other words, in the second recommended formation, the first game bonus effect generated by the first virtual piece at the first game point is lower than the second game bonus effect generated by the second virtual piece at the second game point, so as to meet the piece arrangement required by the second preset conditions and preview a more suitable piece formation.

[0172] The above describes how different recommended formations are generated based on different preset conditions between the first and second game attributes. When the first and second game attributes meet the first preset condition, the first and second virtual pieces are arranged such that the first game point's first game benefit is greater than the second game point's second game benefit, to better leverage the first virtual piece's contribution to the game. Conversely, when the first and second game attributes meet the second preset condition, the first and second virtual pieces are arranged such that the second game point's second game benefit is greater than the first game point's first game benefit, to better leverage the second virtual piece's contribution to the game. This process dynamically evaluates the preset conditions between game attributes and intelligently adjusts the virtual piece arrangement strategy, significantly improving the strategic depth and balance of virtual battles. This not only maximizes the contribution value of virtual pieces and improves resource utilization, but also prevents a single piece from becoming too dominant. By dynamically allocating point gains, it maintains the fairness of virtual games, enriches tactical strategies and game intelligence, and thus improves human-computer interaction efficiency while maximizing the utilization of computing resources.

[0173] It is worth noting that the above process of obtaining attribute-recommended formations by meeting preset conditions among game attributes is merely an illustrative example, and the embodiments of this application do not limit this.

[0174] This application describes a method for previewing and displaying virtual chess pieces at different game points based on the game attributes corresponding to the first and second virtual chess pieces. By incorporating game attributes into the analysis of the virtual chess piece preview layout, precise display at the corresponding game points optimizes resource utilization and data processing efficiency. It also helps to fully leverage the role of different virtual chess pieces in virtual games, providing players with a more suitable preview effect for virtual games. This avoids loading and rendering irrelevant virtual chess pieces, thereby reducing computational resource consumption and improving human-computer interaction efficiency.

[0175] In an optional embodiment, after the first and second virtual chess pieces are previewed in the chessboard area, based on the attribute viewing operation of the third virtual chess piece, a game preview animation of the third virtual chess piece is displayed. That is, the previewed virtual chess piece can also be triggered to further display more detailed preview information. Illustratively, as shown in Figure 10, the embodiment shown in Figure 2 can also be implemented as follows: steps 1010 to 1050, wherein step 230 shown in Figure 2 may be followed by steps 1040 to 1050.

[0176] Step 1010: Display the chessboard area and the piece attribute display area for the chess game.

[0177] The chessboard area includes the first virtual chess piece selected to participate in the virtual game. The first virtual chess piece corresponds to the first chess piece attributes, and the chess piece attribute display area includes the first chess piece attributes corresponding to the first virtual chess piece.

[0178] Step 1010 has already been explained in steps 210 and 310 above, and will not be repeated here.

[0179] Step 1020: Receive the attribute preview operation for the first piece.

[0180] Optionally, the attribute preview operation includes at least one of the following: long press, click, swipe, and voice trigger.

[0181] Optionally, when the first virtual piece corresponds to multiple first piece attributes, the first piece attribute that receives the attribute preview operation can be one of the multiple first piece attributes, or some of the multiple first piece attributes (such as selecting multiple and long-pressing), or all of the multiple first piece attributes (such as selecting all and long-pressing), etc., without any limitation here.

[0182] Step 1030: In response to the attribute preview operation, preview and display the first and second virtual chess pieces in the chessboard area.

[0183] The second virtual piece corresponds to the second piece attribute, the first piece attribute and the second piece attribute conform to the attribute matching relationship, and the first virtual piece and the second virtual piece are arranged in the chessboard area in an array corresponding to the attribute matching relationship.

[0184] In some embodiments, the attribute preview operation is a triggered operation received during the game preparation phase.

[0185] Optionally, a game preparation interface is displayed; based on the attribute preview operation received in the game preparation interface, the first and second virtual pieces are previewed and displayed in the chessboard area.

[0186] This is an illustrative representation of the game preparation interface, before virtual pieces are arranged for a virtual game. The interface includes a game board area, a hand area, and a piece attribute display area. Players can place virtual pieces onto the game board area using the hand area. If at least one virtual piece is present on the game board, its attributes will be displayed in the attribute display area. If a preview request for the first virtual piece's attribute is received in the attribute display area, both the first and second virtual pieces will be previewed on the currently displayed game board area.

[0187] Optionally, if virtual chess piece 1, virtual chess piece 2, and virtual chess piece 3 are deployed in the chessboard area of ​​the game preparation interface, where virtual chess piece 1 corresponds to the first chess piece attribute, and an attribute preview operation is performed on the first chess piece attribute, virtual chess piece 1 and virtual chess piece 4 with the second chess piece attribute are displayed, while virtual chess piece 2 and virtual chess piece 3 are hidden; or, if an attribute preview operation is performed on the first chess piece attribute, virtual chess piece 1 and virtual chess piece 4 with the second chess piece attribute are displayed, while virtual chess piece 2 and virtual chess piece 3 are displayed in grayscale to indicate that virtual chess piece 2 and virtual chess piece 3 do not possess the first and second chess piece attributes.

[0188] In some embodiments, the attribute preview operation is a triggered operation received during a virtual game.

[0189] Optionally, a virtual game interface is displayed; based on the attribute preview operation received in the virtual game interface, the preview display interface is switched to display, and the first and second virtual pieces are previewed and displayed in the chessboard area of ​​the preview display interface.

[0190] This is an illustrative example of the virtual game interface, which is the interface for executing a virtual game after the virtual pieces have been arranged. The virtual game interface includes a chessboard area, a hand area, and a piece attribute display area. At this time, the hand area is locked, and players cannot place virtual pieces from the hand area onto the chessboard area. Within the chessboard area, virtual pieces deployed by the player and the opponent automatically engage in virtual games. The piece attribute display area shows the attributes of each deployed virtual piece. If a preview request for the attribute of the first piece in the piece attribute display area is received within the virtual game interface, the preview display will switch to the next screen.

[0191] The preview display interface and the virtual game interface are two independent interfaces used to display different content. The preview display interface is used to display attribute preview content, while the virtual game interface is used to display the virtual game process. Optionally, the preview display interface is an interface that appears separately from the virtual game interface and is displayed after a jump; or, the preview display interface is a floating window interface displayed above the virtual game interface (such as the preview display interface being displayed in the lower left corner area of ​​the virtual game interface); or, the preview display interface is a perspective interface displayed above the virtual game interface (such as the preview display interface having a display transparency of 30%, with the underlying layer still being the virtual game interface), etc., without limitation here.

[0192] Optionally, when the preview display interface is displayed, the virtual game process is still in the automatic execution process, that is, the attribute preview operation does not affect the virtual game between our virtual pieces and the opponent's virtual pieces.

[0193] Optionally, the preview display interface includes the same chessboard area as the virtual game interface, and the distribution of multiple game points within this chessboard area is the same as the distribution of multiple game points on the chessboard area in the virtual game interface. Based on attribute preview operations, the first and second virtual chess pieces are previewed and displayed in the chessboard area of ​​the preview display interface.

[0194] Optionally, if our side deploys virtual chess piece 1 and virtual chess piece 2 in the virtual game interface, and the opponent deploys virtual chess piece 3 and virtual chess piece 4, then the virtual game interface displays the virtual game process between virtual chess piece 1, virtual chess piece 2, virtual chess piece 3 and virtual chess piece 4; if virtual chess piece 1 corresponds to the first chess piece attribute, after performing an attribute preview operation on the first chess piece attribute, a preview display interface is displayed, which includes virtual chess piece 1 and virtual chess piece 5 with the second chess piece attribute.

[0195] In an optional embodiment, in response to the attribute preview operation, if the selected virtual chess piece meets the attribute triggering condition of the first chess piece attribute, the first virtual chess piece and the second virtual chess piece are previewed and displayed in the chessboard area.

[0196] For illustrative purposes, the attribute triggering condition is a triggering condition pre-set for the attribute of the first piece. Optionally, the attribute triggering condition may be such as the attribute value of the first piece reaching a first attribute threshold; or, the attribute triggering condition may be such as the attribute duration of the first piece reaching a first duration threshold; or, the first piece has multiple attributes, and the attribute triggering condition may be such as simultaneously satisfying at least one of multiple set first piece attributes.

[0197] Optionally, after the user selects a virtual piece to be deployed, the selected virtual piece is compared with the attribute triggering condition of the first piece.

[0198] For example: The player selects a virtual piece to be deployed as the first virtual piece. This first virtual piece has the first piece attribute. The first piece attribute is compared with the attribute triggering condition. If the attribute triggering condition is met (such as the first piece attribute of the first virtual piece lasting for 1 minute), it is considered that the condition of simultaneously previewing and displaying the first virtual piece and the second virtual piece is met, and thus the first virtual piece and the second virtual piece are previewed and displayed in the chessboard area.

[0199] Alternatively, the player can select any virtual piece M to play. If the attributes of virtual piece M simultaneously satisfy multiple set first piece attributes, it is considered that if the attribute triggering conditions are met, the first and second virtual pieces will be previewed and displayed.

[0200] The above describes how attribute trigger conditions are used to preview the first and second virtual pieces under the attribute preview operation. By introducing the attribute preview operation, a real-time preview display can be provided when selected virtual pieces meet specific attribute trigger conditions. This allows players to intuitively observe the attribute effects of virtual pieces before making decisions, reducing reliance on complex rules and improving the game's operability. Secondly, the intelligent judgment process of attribute trigger conditions helps to automatically identify and display piece interactions that meet the conditions, providing players with precise tactical guidance, thereby improving decision-making efficiency, avoiding repeated trials and unnecessary operations, improving human-computer interaction efficiency and the intelligence of chess games, and ensuring the rational use of computing resources.

[0201] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0202] Step 1040: Receive the operation to view the attributes of the third virtual piece.

[0203] The third virtual piece includes at least one of the first and second virtual pieces.

[0204] For illustrative purposes, the third virtual piece is the first virtual piece and / or the second virtual piece displayed based on the attribute preview operation. During the preview display of the first and second virtual pieces, an attribute viewing operation can also be performed on at least one of the virtual pieces. The attribute viewing operation is used to preview the game status of the third virtual piece in the virtual game.

[0205] Optionally, the attribute preview operation is a long press operation for a preset duration (e.g., 2 seconds) on the attribute of the first piece; based on the long press operation, the first virtual piece and the second virtual piece will be continuously displayed on the terminal interface, and at this time, the trigger operation for either virtual piece can be received as the attribute viewing operation.

[0206] The attribute viewing operation includes at least one of the following: long press, tap, swipe, and voice trigger. For example: tapping the first virtual chess piece to view its attributes; or long-pressing the first virtual chess piece to view its attributes; or tapping the second virtual chess piece to view its attributes, etc.

[0207] As shown in Figure 11, after displaying the first virtual chess piece 1110 and two second virtual chess pieces 1120, it can receive an attribute viewing operation for the first virtual chess piece 1110, such as clicking on the first virtual chess piece 1110; in addition, it can also receive an attribute viewing operation for any one of the second virtual chess pieces 1120, without any limitation here.

[0208] Step 1050: In response to the attribute viewing operation, display the game preview animation of the third virtual piece.

[0209] Indicatively, upon receiving an attribute viewing operation, a game preview animation will be displayed based on the selected third virtual piece. The game preview animation is used to represent the game effect of the third virtual piece within the chessboard area in an animated form.

[0210] Indicatively, the game preview animation can represent the game effects produced when the third virtual piece automatically executes a virtual game. The game effects include at least one of the following: attack range, attack effects, skill effects, defense range, and defense effects.

[0211] Indicatively, the attack range is used to characterize the coverage area of ​​the virtual attack damage generated by the third virtual piece when automatically executing a virtual game; optionally, the attack range of the virtual piece can be measured by the number of game points covered, for example: with the game point where the third virtual piece is located as the center, the attack range includes 10 game points around the current game point, etc.

[0212] Attack effects are used to represent the attack animations of virtual attacks launched by the third virtual piece during automatic virtual gameplay. For example, the attack effect could be a virtual lightning effect, or a virtual archery effect, etc.

[0213] Skill effects are used to represent the animation effects of virtual skills activated by the third virtual piece during automatic virtual gameplay. For example, the skill effect of activating virtual skill A is a jet animation, and the skill effect of activating the Blink skill is an instant teleportation animation, etc.

[0214] The defense range is used to characterize the extent to which the third virtual piece can defend against virtual attacks from other virtual pieces during automatic virtual gameplay. Optionally, the defense range can also be measured by the number of game points it covers. For example, with the game point where the third virtual piece is located as the center, the defense range includes the current game point and six surrounding game points. To distinguish it from the attack range, different colors can be used to represent different ranges, such as red for game points with attack ranges and green for game points with defense ranges. If both attack ranges and defense ranges exist, priority will be given to displaying them, which is not limited here.

[0215] The defensive effect is used to represent the defensive animation of a third virtual piece defending against virtual attacks from other virtual pieces. For example, the defensive effect could be a shield-holding effect, or an attack reflection effect, etc.

[0216] It is worth noting that the above game preview animation is only an illustrative example, and the embodiments of this application do not limit it.

[0217] In an optional embodiment, in response to an attribute viewing operation, a fourth virtual piece is displayed in the first chessboard area, and an attack preview animation of the third virtual piece attacking the fourth virtual piece is displayed as a game preview animation.

[0218] The third virtual piece is located in the second chessboard area.

[0219] Schematic representation: The first chessboard area is a sub-region within the chessboard area, representing the area where the opponent places virtual pieces. The second chessboard area is another sub-region within the chessboard area outside the first chessboard area, representing the area where our side places virtual pieces.

[0220] Optionally, the chessboard area includes multiple game points, and the first chessboard area and the second chessboard area each include a portion of the multiple game points.

[0221] As shown in Figure 12, the chessboard area 1210 includes a first chessboard area 1211 when the opponent arranges virtual pieces and a second chessboard area 1212 when our side arranges virtual pieces; the first chessboard area 1211 includes some of the game points within the chessboard area 1210, shown as white hexagonal areas in Figure 12; the first chessboard area 1212 includes another part of the game points within the chessboard area 1210, shown as gray hexagonal areas in Figure 12, etc.

[0222] Optionally, in response to an attribute viewing operation, a fourth virtual piece is displayed in the opponent's corresponding first board area.

[0223] In a descriptive sense, the fourth virtual piece is a simulated virtual piece; or, the fourth virtual piece is the opponent's currently deployed virtual piece, for example: the fourth virtual piece is the opponent's currently deployed virtual piece with the lowest virtual life value, or the fourth virtual piece is the opponent's currently deployed virtual piece with the lowest level, or the fourth virtual piece is the opponent's currently deployed virtual piece that is closest to the third virtual piece, etc.

[0224] Since the fourth virtual piece is a simulation of or a virtual piece of the opponent's piece, it is displayed in the opponent's first board area during the preview to make the preview process more in line with the rules of chess games.

[0225] Optionally, an attack preview animation of the third virtual piece attacking the fourth virtual piece can be displayed as a game preview animation.

[0226] For illustrative purposes, the fourth virtual piece is a simulated or deployed opponent's virtual piece. When viewing the game preview animation based on attributes, the process of the third virtual piece attacking the fourth virtual piece is simulated, and the preview animation of this attack is used as the game preview animation.

[0227] Among them, the attack preview animation is used to represent at least one of the attack effects and skill effects.

[0228] For example, the attack preview animation may show the attack effect of the third virtual piece using a normal skill to attack the fourth virtual piece; or, the attack preview animation may show the skill effect of the third virtual piece using its ultimate skill to attack the fourth virtual piece.

[0229] As shown in Figure 12, the fourth virtual piece 1220 is displayed in the first chessboard area 1211, the third virtual piece 1230 is displayed in the second chessboard area 1212, and the attack effect 1240 of the third virtual piece 1230 attacking the fourth virtual piece 1220 is displayed as a game preview animation.

[0230] In an optional embodiment, in response to an attribute viewing operation, at least one of a plurality of game points within the chessboard area, a point coverage animation is displayed as a preview animation of the game between a third virtual piece and a fourth virtual piece.

[0231] Among them, the point coverage animation is used to represent the attack range.

[0232] Indicatively, the point coverage animation shows the covering of game points. Optionally, the attack range of the third virtual piece is described by the coverage of game points. When displaying the game preview animation between the third and fourth virtual pieces, an animation showing at least one game point being covered is displayed within the board area. The covered game point represents the area covered by the attack range.

[0233] Optionally, the point coverage animation includes at least one of point style change animation and point highlighting animation. As shown in Figure 12, the game points in the first chessboard area 1211 are white hexagons, and the game points in the second chessboard area are light gray hexagons. The point coverage animation is a point color (color is a style) change animation. The color change of the covered game points is a dark gray hexagon (as shown in game point 1250), which is not limited here.

[0234] In some embodiments, the system can also receive attribute viewing operations for other virtual pieces and display attack preview animations of other virtual pieces attacking the fourth virtual piece as game preview animations.

[0235] As illustrated in Figure 13, after selecting virtual piece 1310 as the third virtual piece, you can also select virtual piece 1320 as the third virtual piece to view the game preview animation corresponding to virtual piece 1320. For example, you can click on virtual piece 1320 as an attribute viewing operation to display the game preview animation corresponding to virtual piece 1320.

[0236] As shown in Figure 14, the fourth virtual chess piece 1420 is displayed in the first chessboard area, and the attack effect 1430 of virtual chess piece 1410 attacking the fourth virtual chess piece 1420 is displayed as a game preview animation.

[0237] In addition, a point coverage animation can be displayed simultaneously as a game preview animation. As shown in Figure 14, the color of the covered game points changes to a dark gray hexagon, which is not limited here.

[0238] In some embodiments, even if the first virtual piece and / or the second virtual piece lose in a virtual game, the first virtual piece and / or the second virtual piece can still be used as the third virtual piece to display the game preview animation corresponding to the third virtual piece based on the attribute viewing operation.

[0239] The above describes the display of attack preview animations or point coverage animations as game preview animations based on attribute viewing operations. This process, through an intelligent interactive animation preview system, significantly improves the tactical visualization and decision-making efficiency of strategy games. During the display of the attack preview animation, when players view the attributes of virtual pieces, attack animations or range markers are automatically triggered, intuitively displaying skill effects, damage range, and attack trajectories. This transforms abstract numerical values ​​into a visual battle rehearsal, enhancing the richness of the visual display and thus contributing to improved game efficiency in virtual matches. During the display of the point coverage animation, the point coverage vividly demonstrates the effective coverage range of the virtual piece's attributes, efficiently conveying both combat effects and strategic scope information. This helps players quickly assess offensive and defensive strategies, reducing trial-and-error costs. Therefore, this process achieves a balance between strategic transparency and operational smoothness while enhancing game immersion, ensuring efficient human-computer interaction.

[0240] In an optional embodiment, a piece movement operation for the fifth virtual piece is received.

[0241] The fifth virtual piece includes at least one of the first and second virtual pieces, and the piece movement operation is used to move the fifth virtual piece, which is located at the third game point, to the fourth game point.

[0242] Indicatively, after displaying the first and second virtual pieces, at least one virtual piece in the preview can be moved. The virtual piece selected to be moved is called the fifth virtual piece. The fifth virtual piece was originally in the third game position, and the piece move operation is used to move it to the fourth game position, which is outside the third game position.

[0243] Optionally, piece movement operations include various triggering methods such as dragging, sliding, and double-clicking.

[0244] In an optional embodiment, a piece movement animation is displayed in response to a piece movement operation.

[0245] The piece movement animation is used to represent the fifth virtual piece moving from the third playing position to the fourth playing position on the board. Illustratively, the piece movement animation is displayed on the interface during the movement of the virtual piece to visually indicate the process.

[0246] The above describes how to perform piece operations on any virtual piece during the preview process to display its movement animation. This intelligent piece movement interaction significantly enhances the control experience and tactical flexibility of strategy games. It not only adapts to different players' operating habits through multiple interaction methods, increasing the freedom of control in virtual matches, but also clearly displays the complete trajectory from the starting point to the ending point through real-time rendering of piece movement animations, enhancing the realism of operation feedback, improving the visualization of movement paths, and providing room for trial and error in layout adjustments. Therefore, applying this process in board games ensures a smooth preview process while achieving a dual improvement in the visualization of tactical execution and the accuracy of operation. It also fully utilizes computing resources to improve the efficiency of human-computer interaction.

[0247] In an optional embodiment, a piece trigger operation is received for the fifth virtual piece located at the fourth game point.

[0248] In illustrative terms, the piece triggering operation is used to view the game effect of the fifth virtual piece. The piece triggering operation includes at least one of the following: long press, click, swipe, and drag.

[0249] In an optional embodiment, in response to a piece triggering operation, a preview display shows an animation of the fifth virtual piece's game effect at the fourth game point.

[0250] The game effect animation is used to represent the game effect of the fifth virtual piece at the fourth game point in animated form. Illustratively, the game effect animation includes attack animation, defense animation, etc.

[0251] The above describes the process of previewing game effects animations based on piece-triggered actions during the virtual piece preview process. This intelligent piece interaction feedback process significantly enhances the tactical visualization and operational experience of strategy games. Furthermore, dynamic game effect animations visually demonstrate the tactical value of virtual pieces, transforming abstract attributes into visual feedback. This allows players to preview the offensive and defensive effects of virtual pieces before making moves, effectively reducing decision-making errors. Additionally, by using piece-triggered actions as conditions for game effect animations, corresponding animations are played only when actions are triggered, optimizing game performance. While maintaining a clean interface, this achieves real-time visualization of tactical information, greatly enhancing the game's strategic depth and operational experience, and ensuring efficient human-computer interaction.

[0252] In an optional embodiment, in response to a piece triggering operation, a comparison of the game's effects is displayed.

[0253] The comparison information on game performance includes the first game information of the fifth virtual piece when it is in the fourth game position, and the second game information of the fifth virtual piece when it is in the third game position.

[0254] For illustrative purposes, game information is used to represent the game situation during a virtual game. Game information includes virtual attack information, virtual defense information, virtual health point decrease rate, virtual mana point recovery rate, etc., without being limited here.

[0255] By comparing the game results and game information, players can efficiently compare the changes in game information before and after the fifth virtual piece moves, which helps them to more accurately control the deployment effect of the virtual pieces during the preview process.

[0256] The above describes the comparison of game effects based on the display representation of the fifth virtual piece's movement before and after the move, using a piece-triggered operation. This technology provides players with in-depth tactical decision support through an intelligent game effect comparison process, effectively enhancing the competitiveness and operability of strategy games. When players execute piece-triggered operations, key game data comparisons of the virtual piece before and after the move are displayed intuitively. This visualization mechanism transforms complex numerical relationships that originally required memorization or calculation into clear visual feedback, allowing players to quickly assess the impact of different positions on the battle and make more accurate deployment decisions. Therefore, this process not only lowers the decision-making threshold for advanced players but also provides an intuitive learning path for novice players, making tactical thinking more strategic, ensuring the real-time and smoothness of data comparison, and significantly improving the depth of strategic gameplay and competitive fairness without affecting game performance. It creates a more immersive intellectual combat experience for chess games, fully utilizes effective computing resources, and ensures efficient human-computer interaction.

[0257] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0258] This application describes a method to perform attribute viewing operations on virtual chess pieces to examine their game attributes in more detail. The attribute viewing operation previews the selected third virtual chess piece's performance in a virtual game in animated form. This dynamic presentation improves rendering efficiency, enriches the details of the preview, and makes the preview more vivid, thus enhancing interactive efficiency. Furthermore, the animation is highly correlated with the virtual chess piece's game performance, allowing for targeted calculations based on the player's selection, avoiding unnecessary animation rendering, and further optimizing computational performance. Therefore, this process not only effectively utilizes computational resources to improve operational smoothness and human-computer interaction efficiency but also helps players understand the role of virtual chess pieces more efficiently, improving overall human-computer interaction efficiency.

[0259] In an optional embodiment, while displaying the first and second virtual chess pieces based on attribute preview operations, an attribute preview adjustment area is also displayed to adjust the preview effect of the virtual chess pieces. Illustratively, as shown in Figure 15, the embodiment shown in Figure 2 above further includes steps 1510 to 1520.

[0260] Step 1510: Display the attribute preview adjustment area.

[0261] The attribute preview adjustment area is used to adjust the preview effect.

[0262] Optionally, the attribute preview adjustment area is the area displayed after receiving the attribute preview operation; or, the attribute preview adjustment area is the area displayed after previewing the first virtual piece and the second virtual piece; or, the attribute preview adjustment area is the area displayed after performing an attribute viewing operation on the third virtual piece (the first virtual piece and / or the second virtual piece), etc., without limitation here.

[0263] Optionally, the preview effect of the first and second virtual pieces can be adjusted by adjusting the attribute preview area; or, the preview effect of the game preview animation can be adjusted by adjusting the attribute preview area.

[0264] Indicatively, the preview effect is used to indicate the state of the virtual chess piece in the preview display. The preview effect includes at least one of the following: preview off effect, preview size adjustment effect, preview transparency adjustment effect, and chess piece layout adjustment effect.

[0265] The preview close effect is used to close the current preview process, such as restoring the interface before the receive attribute preview operation; or restoring the interface before the receive attribute viewing operation.

[0266] The preview size adjustment effect is used to adjust the size of the displayed preview interface. For example, the preview interface can be used to preview and display the first and second virtual chess pieces in the chessboard area. The preview interface is an additional interface displayed based on the attribute preview operation. The default size is the terminal interface. With the preview size adjustment effect, the preview interface can be shrunk, and the preview interface can also be adjusted to a specified position (such as the lower left corner of the interface or the center of the interface).

[0267] The preview transparency adjustment effect is used to adjust the transparency of the displayed preview interface. For example, the preview interface can be used to preview the first and second virtual chess pieces in the chessboard area. The preview interface is an interface displayed with a certain transparency based on the attribute preview operation. The default transparency is 30%. Under the preview size adjustment effect, the transparency of the preview interface can be increased or decreased.

[0268] The piece layout adjustment effect is used to adjust the piece layout of the first and second virtual pieces displayed in the preview; and / or, the piece layout adjustment effect is used to adjust the piece layout of the third and fourth virtual pieces displayed in the preview. Illustratively, after arranging the virtual pieces according to the attribute recommendation, the piece layout adjustment effect can be triggered to adjust the position of the first and / or second virtual pieces on the board area, such as moving the first virtual piece at position 1 to position 8, or moving the second virtual piece at position 2 to position 5, etc.

[0269] Step 1520: In response to the preview closing operation for the attribute preview adjustment area, display the interface before receiving the attribute preview operation.

[0270] For illustrative purposes, the preview close operation is used to achieve the preview close effect. Based on the preview close operation, the current property preview effect can be canceled and the interface before receiving the property preview operation can be restored.

[0271] In particular, considering that the second virtual piece with the second piece attribute may disappear from the preview interface, or may change from one game point in the preview interface to another game point, or may still be in a game point in the preview interface (such as displaying the first and second virtual pieces before the attribute preview operation, but also including other virtual pieces that do not have the first and second piece attributes, the purpose of the attribute preview operation is to cancel the display of other virtual pieces in order to highlight the first and second virtual pieces that have attribute synergy, etc.).

[0272] The preview closing operation includes at least one of the following: long press, tap, swipe, and voice trigger. As shown in Figure 16, the attribute preview adjustment area 1610 is displayed around the attribute of the first piece. The tap operation on the attribute preview adjustment area serves as the preview closing operation, thereby displaying the interface shown in Figure 17 before receiving the attribute preview operation. Figure 17 is the interface shown in Figure 4 above, in which the first virtual piece 1711 is displayed in the chessboard area 1710, and the display of the second virtual piece that has not been placed in the chessboard area 1710 and other virtual pieces is canceled.

[0273] In an optional embodiment, in response to a preview-off operation on the attribute preview adjustment area, the interface before receiving the attribute viewing operation is restored.

[0274] As an illustration, after receiving an attribute viewing operation, the attribute preview adjustment area is displayed; after receiving a preview close operation, the interface before receiving the attribute viewing operation is restored. In addition, it can continue to receive preview close operations for the attribute preview adjustment area until the interface before receiving the attribute preview operation is restored.

[0275] In an optional embodiment, in response to a preview size adjustment operation for the attribute preview adjustment area, a preview interface with the adjusted size is displayed.

[0276] The resized preview interface includes a chessboard area displaying the first and second virtual chess pieces. The preview interface is used to display the preview effect while playing a virtual game.

[0277] As an illustration, the preview size adjustment operation is used to achieve the effect of adjusting the preview size. Based on the preview size adjustment operation, the display size of the preview interface can be adjusted, thereby displaying the preview interface in a smaller or larger size, and realizing flexible adjustment of the preview effect.

[0278] The above describes how to flexibly adjust the preview interface display through preview size adjustment. The intelligent preview interface management process provides players with a highly flexible and immersive tactical planning experience. When players close the attribute preview, the system seamlessly restores the interface state before the operation, ensuring the natural continuity of the game flow and avoiding the jarring feeling caused by interface jumps. Simultaneously, the innovative preview size adjustment function allows players to freely zoom in and out of the preview interface, enabling them to quickly browse key information at a small size or zoom in to view detailed data. This dynamically adaptable interaction significantly improves operational efficiency in multi-tasking scenarios. The preview interface size adjustment is not simply visual scaling, but rather intelligently reorganizes the layout of the chessboard area and preview information, ensuring readability and operational accuracy across different display ratios. This design satisfies both hardcore players' need for precise data and casual players' preference for a simpler experience. Through a highly adaptive interface management system, it maintains game immersion while significantly improving the freedom and convenience of tactical planning, making the strategic gameplay experience smoother and more natural.

[0279] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0280] This application describes adjusting the content of the preview interface through the attribute preview adjustment area to more efficiently close the current preview display process or adjust the display effect of the preview interface in other ways, thereby improving the richness of the interface display. After the preview is closed, only the original interface needs to be restored and displayed, rather than recalculating and rendering the entire interface. This process effectively avoids redundant data calculations and resource consumption issues, and reduces unnecessary graphics rendering operations. Furthermore, the separation of attribute preview operations from interface updates helps to optimize the allocation of tasks for interface display and data processing, significantly reducing data transmission volume and memory consumption. This reduces latency and stuttering caused by unnecessary rendering and calculations, improving the smoothness of interactive operations and the user experience.

[0281] In an optional embodiment, the above-described interface preview method is applied to an auto chess game, and the above-described interface preview method can also be called "an auto chess synergy learning method". Illustratively, as shown in Figure 18, the embodiment shown in Figure 2 can also be implemented as follows: steps 1810 to 1881.

[0282] Step 1810: Start the game.

[0283] This is an illustrative example of starting a game by accessing a board game application.

[0284] Step 1820: Determine if the player has any pieces on the board.

[0285] Optionally, the terminal determines whether the player has deployed virtual pieces on the board area. If the terminal determines that the player has virtual pieces on the board (i.e., deployed virtual pieces), step 1830 is executed; if the terminal determines that the player does not have virtual pieces on the board (i.e., not deployed virtual pieces), step 1831 is executed.

[0286] Step 1830: Display the bond type.

[0287] Optionally, each virtual piece corresponds to at least one synergy type, i.e., the piece attributes mentioned above. When there are virtual pieces on the player's field, the synergy type corresponding to at least one virtual piece in the field is displayed.

[0288] Optionally, if the virtual pieces meet the population requirements for synergy activation, the synergy will be activated and the activation style (such as highlighting) will be displayed; if the number of pieces with the same synergy in the lineup does not meet the activation requirements, the synergy cannot be activated and the inactive style will be displayed.

[0289] Step 1831: Bond type not displayed.

[0290] When there are no virtual pieces on the player's field, the type of synergy corresponding to the virtual pieces cannot be determined, and therefore the synergy type is not displayed.

[0291] Step 1840: Players long-press on the bond type to enter the bond preview mode.

[0292] For illustrative purposes, if a player long-presses on a bond type, they will enter the bond preview mode, which is the process described above where the attribute preview operation is received for preview display.

[0293] Optionally, if the player does not perform a long press, they can click to view the original synergy information, and the battlefield will still display the battlefield style; if the player performs a long press to view the synergy, they will enter the synergy viewing mode, and the battlefield will be replaced by the synergy viewing mode, where the player can click on any piece within a synergy to view it.

[0294] Step 1850: Determine if the player has the corresponding synergy piece.

[0295] This is illustrative of determining the first virtual piece with the attribute of the first piece and the second virtual piece with the attribute of the second piece based on a long press operation, and determining whether the player owns the first virtual piece and the second virtual piece.

[0296] If it is determined that the player has virtual pieces of the corresponding synergy type, then proceed to step 1860; otherwise, proceed to step 1861.

[0297] Step 1860: Display entity style.

[0298] If it is determined that a player possesses a virtual piece of the corresponding synergy type, then the virtual piece in its physical form (the first form mentioned above) will be displayed. If a player possesses both the first and second virtual pieces, then the first virtual piece in its physical form and the second virtual piece in its physical form will be displayed.

[0299] Step 1861: Display the ghosting style.

[0300] If it is determined that the player does not possess a virtual piece of the corresponding synergy type, then a virtual piece in the phantom style (the second style mentioned above) will be displayed. If the player possesses the first virtual piece but does not possess the second virtual piece, then the first virtual piece in the solid style and the second virtual piece in the phantom style will be displayed.

[0301] The subsequent closing step indicates the end of the judgment process for the phantom pattern, and does not mean that the virtual pieces with the phantom pattern do not participate in the virtual piece viewing process in step 1870 below.

[0302] Step 1870: Determine if the player has selected a piece for inspection.

[0303] As an illustration, the terminal determines whether the player has selected a virtual piece to view its attributes. If yes, proceed to step 1880; otherwise, proceed to step 1881.

[0304] Step 1880: A dummy appears at the corresponding location to demonstrate combat.

[0305] To illustrate, if the terminal determines that the player has selected the third virtual piece, then the fourth virtual piece (dummy) is displayed in the opponent's first board area for a battle demonstration, which is the process of displaying the game preview animation mentioned above.

[0306] Step 1881: Static display of the station location only.

[0307] For illustrative purposes, if the terminal determines that the player has not selected the third virtual piece, it will only display the standing state of the first and / or second virtual pieces.

[0308] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0309] In this application embodiment, a method for quickly learning synergy effects is provided. Players can quickly learn and recognize the virtual pieces contained in each synergy during virtual games, and also understand the appropriate positioning, attack range, attack effect, skill effect, etc. of the virtual pieces. This greatly improves the efficiency of players' understanding of synergy effects, improves players' game level, and avoids the problems of large computational resource requirements and redundant data processing caused by multiple player operations. It not only lowers the learning threshold of card games, but also helps to improve human-computer interaction efficiency.

[0310] Figure 19 is a structural block diagram of an interface preview device provided in an exemplary embodiment of this application. As shown in Figure 19, the device includes the following parts:

[0311] Display module 1910 is used to display the chessboard area and the chess piece attribute display area of ​​the chess game. The chessboard area includes a first virtual chess piece selected to participate in the virtual game, and the chess piece attribute display area includes the first chess piece attribute corresponding to the first virtual chess piece.

[0312] The receiving module 1920 is used to receive the attribute preview operation of the first chess piece attribute;

[0313] The preview module 1930 is used to preview and display the first virtual chess piece and the second virtual chess piece in the chessboard area in response to the attribute preview operation. The second virtual chess piece corresponds to the second chess piece attribute. The first chess piece attribute and the second chess piece attribute conform to the attribute matching relationship. The first virtual chess piece and the second virtual chess piece are arranged in the chessboard area in an array corresponding to the attribute matching relationship.

[0314] In an optional embodiment, the preview module 1930 is further configured to, in response to the attribute preview operation, preview and display the first virtual chess piece and the second virtual chess piece in the chessboard area based on the ownership status of the first account for the first virtual chess piece and the second virtual chess piece; the first account is an account logged into the chess game, and the display style of the virtual chess pieces owned by the first account is different from that of the virtual chess pieces not owned by the first account.

[0315] In an optional embodiment, the preview module 1930 is further configured to display the first virtual chess piece and the second virtual chess piece of a first style in the chessboard area when the first account owns the second virtual chess piece; or, when the first account does not own the second virtual chess piece, to display the first virtual chess piece of a first style in the chessboard area, and to display the second virtual chess piece of a second style, the second style being different from the first style.

[0316] In an optional embodiment, the preview module 1930 is further configured to, in response to the attribute preview operation, preview the first virtual chess piece at a first game point in the chessboard area based on the first game attribute of the first virtual chess piece and the second game attribute of the second virtual chess piece, and preview the second virtual chess piece at a second game point in the chessboard area; wherein, the game attribute is the ability attribute of the virtual chess piece to perform virtual games in the chessboard area, and the plurality of game points in the chessboard area include the first game point and the second game point.

[0317] In an optional embodiment, the preview module 1930 is further configured to display the first virtual chess piece at the first game point in the chessboard area based on attribute-recommended arrangement, and to display the second virtual chess piece at the second game point in the chessboard area; the attribute-recommended arrangement is an arrangement result obtained based on the first game attribute and the second game attribute.

[0318] In an optional embodiment, the preview module 1930 is further configured to generate a first recommended formation as the attribute recommended formation when the first game attribute and the second game attribute meet a first preset condition, wherein the first recommended formation indicates that the first game gain effect generated by the first game point is higher than the second game gain effect generated by the second game point; or, when the first game attribute and the second game attribute meet a second preset condition, generate a second recommended formation as the attribute recommended formation, wherein the second recommended formation indicates that the first game gain effect is lower than the second game gain effect.

[0319] In an optional embodiment, the preview module 1930 is further configured to, in response to the attribute preview operation, preview and display the first virtual chess piece and the second virtual chess piece in the chessboard area if the selected virtual chess piece meets the attribute triggering condition of the first chess piece attribute.

[0320] In an optional embodiment, the preview module 1930 is further configured to receive an attribute viewing operation for a third virtual chess piece, the attribute viewing operation being used to preview the game status of the third virtual chess piece in the virtual game, the third virtual chess piece including at least one of the first virtual chess piece and the second virtual chess piece; in response to the attribute viewing operation, displaying a game preview animation of the third virtual chess piece, the game preview animation being used to represent the game effect of the third virtual chess piece in the chessboard area in an animated form, the game effect including at least one of attack range, attack effect, skill effect, defense range, and defense effect.

[0321] In an optional embodiment, the preview module 1930 is further configured to, in response to the attribute viewing operation, display a fourth virtual chess piece in a first chessboard area, and display an attack preview animation of the third virtual chess piece attacking the fourth virtual chess piece as the game preview animation, wherein the third virtual chess piece is located in a second chessboard area, and the attack preview animation is used to represent at least one of the attack effects and skill effects; or, in response to the attribute viewing operation, display a point coverage animation at at least one of a plurality of game points in the chessboard area as the game preview animation between the third virtual chess piece and the fourth virtual chess piece, wherein the point coverage animation is used to represent the attack range.

[0322] In an optional embodiment, the preview module 1930 is further configured to display an attribute preview adjustment area, which is used to adjust the preview effect of the preview interface. The preview interface is an interface displayed based on the attribute preview operation, and includes the first virtual chess piece and the second virtual chess piece being previewed. In response to a preview close operation on the attribute preview adjustment area, the interface before receiving the attribute preview operation is displayed.

[0323] In an optional embodiment, the preview module 1930 is further configured to display a preview interface after size adjustment in response to a preview size adjustment operation for the attribute preview adjustment area, wherein the preview size adjustment operation is used to display the preview interface while the virtual game is being performed between the first virtual piece and the second virtual piece.

[0324] In an optional embodiment, the preview module 1930 is further configured to receive a piece movement operation on a fifth virtual piece, the fifth virtual piece including at least one of the first virtual piece and the second virtual piece, the piece movement operation being configured to move the fifth virtual piece from a third playing position to a fourth playing position; and in response to the piece movement operation, displaying a piece movement animation, the piece movement animation being configured to represent the fifth virtual piece moving from the third playing position to the fourth playing position in the chessboard area.

[0325] In an optional embodiment, the preview module 1930 is further configured to receive a piece triggering operation on the fifth virtual piece located at the fourth game point; in response to the piece triggering operation, previewing and displaying the game effect animation of the fifth virtual piece at the fourth game point, the game effect animation being used to characterize the game effect of the fifth virtual piece at the fourth game point in an animated form.

[0326] In an optional embodiment, the preview module 1930 is further configured to display game effect comparison information in response to the piece triggering operation. The game effect comparison information includes the first game information of the fifth virtual piece when it is at the fourth game point, and the second game information of the fifth virtual piece when it is at the third game point.

[0327] In summary, by utilizing attribute preview, the attributes of a second virtual piece that matches the attribute synergy can be determined based on the attributes of the first piece. This allows for a quicker and more efficient viewing of both the first and second virtual pieces within the board area, improving the efficiency of viewing virtual pieces with attribute synergies. Furthermore, the arrangement of the first and second virtual pieces on the board area is also determined based on attribute synergies, making the preview layout of the virtual pieces more consistent with the virtual battle process. This improves the accuracy of the attribute preview process, enabling players to efficiently understand the distribution of virtual pieces during the preview, facilitating the learning of game strategies, and enhancing human-computer interaction efficiency.

[0328] It should be noted that the interface preview device provided in the above embodiments is only an example of the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the interface preview device and the interface preview method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0329] Figure 20 shows a structural block diagram of an electronic device 2000 provided in an exemplary embodiment of this application. The electronic device 2000 can be a portable mobile terminal. Typically, the electronic device 2000 includes a processor 2001 and a memory 2002.

[0330] The processor 2001 may include one or more processing cores, such as a 4-core processor or an 8-core processor. The processor 2001 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array).

[0331] The memory 2002 may include one or more computer-readable storage media, which may be non-transitory. The memory 2002 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the electronic device 2000 further includes one or more sensors. These one or more sensors include, but are not limited to, proximity sensors, gyroscope sensors, and pressure sensors.

[0332] In some embodiments, the electronic device 2000 may also include other component parts. Those skilled in the art will understand that the structure shown in FIG20 does not constitute a limitation on the electronic device 2000, and may include more or fewer components than shown, or combine certain components, or adopt different component arrangements.

[0333] Embodiments of this application also provide a computer device, which can be implemented as a terminal or server as shown in FIG1. ​​The computer device includes a processor and a memory, the memory storing at least one instruction, at least one program, code set, or instruction set, the at least one instruction, at least one program, code set, or instruction set being loaded and executed by the processor to implement the interface preview method provided in the above-described method embodiments.

[0334] The embodiments of this application also provide a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, at least one program, code set, or instruction set is loaded and executed by a processor to implement the interface preview method provided in the above-described method embodiments.

[0335] Embodiments of this application also provide a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform any of the interface preview methods described in the above embodiments.

[0336] Optionally, the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The sequence numbers of the embodiments in this application are merely descriptive and do not represent the superiority or inferiority of the embodiments.

[0337] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware, or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk. The above descriptions are merely optional embodiments of this application and are not intended to limit the application. Any modifications, equivalent substitutions, or improvements made within the spirit and principles of this application should be included within the scope of protection of this application.

Claims

1. A method for previewing an interface, executed by a computer device, the method comprising: The game board area and the piece attribute display area are displayed for chess games. The chess board area includes the first virtual piece selected to participate in the virtual game, and the piece attribute display area includes the first piece attribute corresponding to the first virtual piece. Receive the attribute preview operation for the first chess piece's attributes; In response to the attribute preview operation, the first virtual chess piece and the second virtual chess piece are previewed and displayed in the chessboard area. The second virtual chess piece corresponds to the second chess piece attribute. The first chess piece attribute and the second chess piece attribute conform to the attribute matching relationship. The first virtual chess piece and the second virtual chess piece are arranged in the chessboard area in an array corresponding to the attribute matching relationship.

2. The method according to claim 1, wherein, The response to the attribute preview operation, previewing and displaying the first and second virtual chess pieces in the chessboard area, includes: In response to the attribute preview operation, based on the ownership status of the first virtual chess piece and the second virtual chess piece by the first account, the first virtual chess piece and the second virtual chess piece are previewed and displayed in the chessboard area; the first account is the account logged in in the chess game, and the display style of the virtual chess pieces owned by the first account is different from that of the virtual chess pieces not owned by the first account.

3. The method according to claim 1 or 2, wherein, The step of previewing and displaying the first and second virtual chess pieces in the chessboard area based on the ownership status of the first and second virtual chess pieces by the first account includes: If the first account possesses the second virtual chess piece, then the first virtual chess piece and the second virtual chess piece of the first style are displayed in the chessboard area; or... If the first account does not own the second virtual piece, the first virtual piece of the first style is displayed in the chessboard area, and the second virtual piece of the second style is displayed, the second style being different from the first style.

4. The method according to any one of claims 1 to 3, wherein, The response to the attribute preview operation, previewing and displaying the first and second virtual chess pieces in the chessboard area, includes: In response to the attribute preview operation, based on the first game attribute of the first virtual chess piece and the second game attribute of the second virtual chess piece, the first virtual chess piece is previewed and displayed at the first game point in the chessboard area, and the second virtual chess piece is previewed and displayed at the second game point in the chessboard area; The game attribute is the ability of the virtual piece to perform a virtual game within the chessboard area, and the multiple game points in the chessboard area include the first game point and the second game point.

5. The method according to any one of claims 1 to 4, wherein, The step of previewing and displaying the first virtual chess piece at a first game point in the chessboard area based on the first game attribute of the first virtual chess piece and the second game attribute of the second virtual chess piece, and previewing and displaying the second virtual chess piece at a second game point in the chessboard area, includes: The first virtual chess piece is displayed at the first game point in the chessboard area based on attribute-recommended formation, and the second virtual chess piece is displayed at the second game point in the chessboard area; the attribute-recommended formation is a formation result obtained based on the first game attribute and the second game attribute.

6. The method according to any one of claims 1 to 5, wherein, The method further includes: If the first match attribute and the second match attribute meet a first preset condition, a first recommended formation is generated as the attribute recommended formation. The first recommended formation indicates that the first match point produces a first match benefit effect that is higher than the second match point produces a second match benefit effect; or... If the first match attribute and the second match attribute meet the second preset condition, a second recommended formation is generated as the attribute recommended formation, and the second recommended formation indicates that the first match attribute gain effect is lower than the second match attribute gain effect.

7. The method according to any one of claims 1 to 6, wherein, The response to the attribute preview operation, previewing and displaying the first and second virtual chess pieces in the chessboard area, includes: In response to the attribute preview operation, if the selected virtual chess piece meets the attribute triggering condition of the first chess piece attribute, the first virtual chess piece and the second virtual chess piece are previewed and displayed in the chessboard area.

8. The method according to any one of claims 1 to 7, wherein, After previewing and displaying the first and second virtual chess pieces in the chessboard area, the method further includes: Receive an attribute viewing operation for a third virtual chess piece, the attribute viewing operation being used to preview the game status of the third virtual chess piece in the virtual game, the third virtual chess piece including at least one of the first virtual chess piece and the second virtual chess piece; In response to the attribute viewing operation, a game preview animation of the third virtual chess piece is displayed. The game preview animation is used to represent the game effect of the third virtual chess piece in the chessboard area in the form of animation. The game effect includes at least one of attack range, attack effect, skill effect, defense range, and defense effect.

9. The method according to any one of claims 1 to 8, wherein, The response to the attribute viewing operation, displaying a game preview animation of the third virtual chess piece, includes: In response to the attribute viewing operation, a fourth virtual chess piece is displayed in the first chessboard area, and an attack preview animation of the third virtual chess piece attacking the fourth virtual chess piece is displayed as the game preview animation. The third virtual chess piece is located in the second chessboard area, and the attack preview animation is used to represent at least one of the attack effects and skill effects; or... In response to the attribute viewing operation, at at least one of the multiple game points within the chessboard area, a point coverage animation is displayed as a game preview animation between the third virtual piece and the fourth virtual piece, the point coverage animation being used to represent the attack range.

10. The method according to any one of claims 1 to 9, wherein, The method further includes: The property preview adjustment area is used to adjust the preview effect of the preview interface. The preview interface is an interface displayed based on the property preview operation. The preview interface includes the first virtual chess piece and the second virtual chess piece that are previewed and displayed. In response to the preview closing operation for the attribute preview adjustment area, the interface before receiving the attribute preview operation is displayed.

11. The method according to any one of claims 1 to 10, wherein, The method further includes: In response to a preview size adjustment operation for the attribute preview adjustment area, a preview interface with the adjusted size is displayed. The preview size adjustment operation is used to display the preview interface while the virtual game is being performed between the first virtual piece and the second virtual piece.

12. The method according to any one of claims 1 to 11, wherein, After previewing and displaying the first and second virtual chess pieces in the chessboard area, the method further includes: Receive a piece movement operation for a fifth virtual piece, the fifth virtual piece including at least one of the first virtual piece and the second virtual piece, the piece movement operation being used to move the fifth virtual piece from the third game point to the fourth game point; In response to the piece movement operation, a piece movement animation is displayed, which represents the fifth virtual piece moving from the third game point in the game area to the fourth game point.

13. The method according to any one of claims 1 to 12, wherein, After displaying the piece movement animation in response to the piece movement operation, the method further includes: Receive a piece trigger operation for the fifth virtual piece located at the fourth game point; In response to the chess piece triggering operation, a preview display of the game effect animation of the fifth virtual chess piece at the fourth game point is shown. The game effect animation is used to represent the game effect of the fifth virtual chess piece at the fourth game point in an animated form.

14. The method according to any one of claims 1 to 13, wherein, The method further includes: In response to the chess piece triggering operation, game effect comparison information is displayed. The game effect comparison information includes the first game information of the fifth virtual chess piece when it is at the fourth game point, and the second game information of the fifth virtual chess piece when it is at the third game point.

15. An interface preview device, the device comprising: The display module is used to display the chessboard area and the chess piece attribute display area of ​​the chess game. The chessboard area includes the first virtual chess piece selected to participate in the virtual game, and the chess piece attribute display area includes the first chess piece attribute corresponding to the first virtual chess piece. The receiving module is used to receive attribute preview operations on the attributes of the first chess piece; The preview module is used to respond to the attribute preview operation and preview the first virtual chess piece and the second virtual chess piece in the chessboard area. The second virtual chess piece corresponds to the second chess piece attribute. The first chess piece attribute and the second chess piece attribute conform to the attribute matching relationship. The first virtual chess piece and the second virtual chess piece are arranged in the chessboard area in an array corresponding to the attribute matching relationship.

16. The apparatus according to claim 15, wherein, The preview module is also used to respond to the attribute preview operation and, based on the ownership status of the first virtual chess piece and the second virtual chess piece by the first account, preview and display the first virtual chess piece and the second virtual chess piece in the chessboard area; the first account is an account logged in to the chess game, and the display style of the virtual chess pieces owned by the first account is different from that of the virtual chess pieces not owned by the first account.

17. The apparatus according to claim 15 or 16, wherein, The preview module is further configured to display the first virtual chess piece and the second virtual chess piece of a first style in the chessboard area when the first account owns the second virtual chess piece; or, when the first account does not own the second virtual chess piece, display the first virtual chess piece of a first style in the chessboard area, and display the second virtual chess piece of a second style, wherein the second style is different from the first style.

18. A computer device comprising a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement the interface preview method as described in any one of claims 1 to 14.

19. A computer-readable storage medium storing at least one program, said at least one program being loaded and executed by a processor to implement the interface preview method as described in any one of claims 1 to 14.

20. A computer program product comprising computer instructions that, when executed by a processor, implement the interface preview method as described in any one of claims 1 to 14.

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