Game interface display method and apparatus, computer device, and storage medium
By introducing a card mechanism into turn-based chess games, the operation of the shop and chess piece preparation is simplified, the human-computer interaction efficiency of small screen terminals is improved, the user's decision-making space and interaction effect are enhanced, and the game experience is improved.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2025-10-28
- Publication Date
- 2026-07-23
AI Technical Summary
Existing turn-based board games have low human-computer interaction efficiency. Users need to perform tedious operations such as acquiring, upgrading, and battling pieces in multiple sub-areas, which is especially inconvenient when operating on small-screen terminals.
By introducing a card mechanism, operations such as shopping, piece preparation, and upgrading are simplified into a card-playing process. Various preparation operations can be completed through card-playing operations, eliminating the traditional shopping and piece preparation areas, reducing the need for users to actively choose, and improving the efficiency of human-computer interaction.
It simplifies the operation process of turn-based chess games, improves the efficiency of human-computer interaction on small screen terminals, increases the user's decision-making space and interaction effect, and enhances the gaming experience.
Smart Images

Figure CN2025130687_23072026_PF_FP_ABST
Abstract
Description
Game interface display method, device, computer equipment and storage medium
[0001] This application claims priority to Chinese Patent Application No. 202510068782.0, filed on January 15, 2025, entitled “Game Interface Display Method, Apparatus, Computer Equipment and Storage Medium”, the entire contents of which are incorporated herein by reference. Technical Field
[0002] This application relates to the field of computer technology, and in particular to a method, apparatus, computer device, and storage medium for displaying a game interface. Background Technology
[0003] Turn-based board games are a type of multiplayer board game where both players place virtual pieces on a virtual board. The game application automatically controls the virtual pieces of both sides to fight and displays the battle results. The losing side loses life points, and the final ranking is determined by the order of elimination. Summary of the Invention
[0004] This application provides a method, apparatus, computer device, and storage medium for displaying a game interface. The technical solution is as follows:
[0005] On one hand, a method for displaying a game interface is provided, executed by a computer device. The method includes: displaying a game interface for a turn-based chess game, wherein the game interface displays a virtual chessboard and a virtual player, the virtual player is used to place virtual pieces on the virtual chessboard, and the virtual pieces of the virtual player are used to interact with the virtual pieces of other virtual players on the virtual chessboard; in response to the virtual player reaching a first level, displaying that the energy value corresponding to ability information is reduced from a first energy value to a second energy value, the ability information indicating an ability corresponding to the first level, and the energy value corresponding to the ability information being the energy value consumed in replacing the ability information; in response to the replacement operation of the ability information, reducing the energy value possessed by the virtual player to the second energy value, thereby binding the ability indicated by the ability information to the virtual player.
[0006] On the other hand, a game interface display device is provided, the device comprising: a display module for displaying a game interface of a turn-based chess game, the game interface displaying a virtual chessboard and a virtual player, the virtual player placing virtual pieces on the virtual chessboard, the virtual player's virtual pieces interacting with the virtual pieces of other virtual players on the virtual chessboard; the display module further comprising, in response to the virtual player reaching a first level, reducing the energy value corresponding to the displayed ability information from a first energy value to a second energy value, the ability information indicating the ability corresponding to the first level, the energy value corresponding to the ability information being the energy value consumed in replacing the ability information; and a control module for, in response to the replacement operation of the ability information, reducing the energy value possessed by the virtual player to the second energy value, thereby binding the ability indicated by the ability information to the virtual player.
[0007] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to perform the operations performed by the game interface display method as described above.
[0008] On the other hand, a computer-readable storage medium is provided, wherein at least one computer program is stored therein, the at least one computer program being loaded and executed by a processor to perform the operations performed by the game interface display method as described above.
[0009] In another aspect, a computer program product is provided, comprising a computer program that, when executed by a processor, performs the operations performed by the game interface display method described above.
[0010] In the solution provided in this application embodiment, during a turn-based chess game, when the virtual chess player reaches a certain level, the energy consumed to replace the ability information corresponding to that level decreases. This allows users to consider the impact of the virtual chess player's level on replacing ability information during the game. It not only encourages users to consider energy consumption when replacing ability information corresponding to the current level of the virtual chess player, but also to rationally plan appropriate upgrades for the virtual chess player based on energy consumption. Therefore, the solution in this application embodiment increases the user's decision-making space regarding the virtual chess player, thereby enhancing the virtual chess player's participation in the game, improving the interactive effect of the virtual chess player, and further enhancing the strategic aspect of turn-based chess games, thus improving the user's gaming experience. Attached Figure Description
[0011] Figure 1 is a structural block diagram of a computer system provided in an embodiment of this application;
[0012] Figure 2 is a flowchart of a game interaction method for a turn-based chess game provided in an embodiment of this application;
[0013] Figure 3 is a schematic diagram of the game interface of a turn-based chess game provided in an embodiment of this application;
[0014] Figure 4 is a schematic diagram of a chess piece card provided in an embodiment of this application;
[0015] Figure 5 is a schematic diagram of an effect card provided in an embodiment of this application;
[0016] Figure 6 is a schematic diagram of an equipment card provided in an embodiment of this application;
[0017] Figure 7 is a schematic diagram of a chess player card provided in an embodiment of this application;
[0018] Figure 8 is a flowchart of a game interaction method for a turn-based chess game provided in an embodiment of this application;
[0019] Figure 9 is a schematic diagram of a player selection interface provided in an embodiment of this application;
[0020] Figure 10 is a schematic diagram of a game interface during the preparation phase provided in an embodiment of this application.
[0021] Figure 11 is a schematic diagram of the interface when playing cards during the preparation phase, provided in an embodiment of this application.
[0022] Figure 12 is a schematic diagram of the upgrade process of a capability display button provided in an embodiment of this application;
[0023] Figure 13 is a schematic diagram of an automatic engagement provided in an embodiment of this application;
[0024] Figure 14 is a schematic diagram of a game interface during the battle phase provided in an embodiment of this application;
[0025] Figure 15 is a schematic diagram of a settlement interface provided in an embodiment of this application;
[0026] Figure 16 is a flowchart of a game interface display method provided in an embodiment of this application;
[0027] Figure 17 is a flowchart of another game interface display method provided in an embodiment of this application;
[0028] Figure 18 is a flowchart of another method for displaying a game interface provided in an embodiment of this application;
[0029] Figure 19 is a flowchart of another method for displaying a game interface provided in an embodiment of this application;
[0030] Figure 20 is a flowchart of another method for displaying a game interface provided in an embodiment of this application;
[0031] Figure 21 is a schematic diagram of a game interface provided in an embodiment of this application;
[0032] Figure 22 is a flowchart of another method for displaying a game interface provided in an embodiment of this application;
[0033] Figure 23 is a flowchart of another method for displaying a game interface provided in an embodiment of this application;
[0034] Figure 24 is a schematic diagram of a game interface display device provided in an embodiment of this application;
[0035] Figure 25 is a schematic diagram of the structure of a terminal provided in an embodiment of this application;
[0036] Figure 26 is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation
[0037] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0038] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the energy values, ability information, and data required for rendering the game interface involved in this application were all obtained with full authorization.
[0039] First, let's introduce the terms used in the embodiments of this application:
[0040] Turn-based board games: These are board games where "pieces" are pre-arranged before the game begins, and during the game, the pieces automatically engage in combat based on the pre-arranged layout. The "pieces" are represented by virtual characters, such as virtual heroes. During the game, these virtual characters automatically unleash various skills. Battles are typically turn-based; when all of a player's "pieces" are eliminated (i.e., their virtual character's health points decrease to zero), that player loses the turn. In some embodiments, in addition to the "piece-type virtual characters" for the two players, each player also has a player character representing the current user participating in the game. This player character cannot be moved to the battle area or piece candidate area as a "piece," and also has health points (or HP). The player character's health points decrease (indicating a loss) or remain unchanged (indicating a win) based on the outcome of each round. When a player character's health points decrease to zero, the user corresponding to that player character exits the game, and the remaining users continue the game. Optional turn-based board games include auto chess.
[0041] Auto Chess: A multiplayer turn-based competitive game where players collect hero pieces in-game. For example, there are eight or six players, each occupying a section of the board. Two players then engage in one-on-one battles. Each round of a game consists of two phases: a preparation phase where players purchase hero pieces from the shop and arrange them on the board; and a battle phase where both sides lock their lineups and the pieces automatically engage in combat until one side's pieces are all eliminated. The player whose pieces are all eliminated loses the round and loses health. The game continues, with new opponents being matched, until a player's health is ≤0 and they are eliminated. The last remaining player wins the game (1st place).
[0042] 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.
[0043] 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 dropped 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.
[0044] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, illustratively, where n is an integer multiple of 2, and adjacent rows of chess squares are aligned, or adjacent rows of chess squares are staggered. Furthermore, the battle area is divided into two parts by rows: the player's battle area and the opponent's battle area. The participating users are located on the top and bottom sides of the battle interface, respectively, and during the preparation phase, users can only place chess pieces in their own battle area. In other embodiments, the battle area is divided into two parts by columns: the player's battle area and the opponent's battle area, respectively, and the participating users are located on the left and right sides or the top and bottom sides of the battle interface, respectively. The shape of the chess squares can be any of squares, rectangles, circles, or hexagons; this application does not limit the shape of the chess squares.
[0045] Virtual cards: This is a common term in game genres, originating from tabletop games. The difference is that in board games, players directly manipulate physical pieces, while virtual cards represent game content on physical cards. Compared to virtual pieces, virtual cards are better suited for conveying textual descriptions, card attribute information, and key numerical values. "Cardification" involves turning hero resources into card resources, making it easier for players to read and categorize card effects and to convey more diverse information.
[0046] 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.
[0047] Equipment: In auto chess games, each piece can generally equip 3 pieces of equipment (or more). Equipment provides heroes with attributes or effects such as attack power, defense, health, healing, penetration, and shields. Auto chess games in related technologies often include a jungle element where players defeat jungle monsters to obtain equipment dropped by them, which they then collect into their inventory. Individual pieces of equipment can also be combined to create higher-quality equipment.
[0048] Chess player: refers to a virtual character played by a player, also known as a virtual chess player. Each chess player has different special abilities that can help the player play the game better.
[0049] Figure 1 is a structural block diagram of a computer system provided in an embodiment of this application. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.
[0050] The first terminal 110 has a client 111 installed and running that supports a virtual environment. Client 111 can be a turn-based chess game program. When the first terminal runs client 111, the screen of the first terminal 110 displays the user interface of client 111. 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.
[0051] The second terminal 130 has a client 131 installed and running that supports a virtual environment. Client 131 can be a turn-based chess game program. When the second terminal 130 runs client 131, the screen of the second terminal 130 displays the user interface of client 131. The client can be an auto chess game client. 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.
[0052] 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.
[0053] 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 application 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.
[0054] Those skilled in the art will understand that the number of terminals 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 6, 8, or more terminals. This application does not limit the number or type of terminals in its embodiments. 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 may be terminals corresponding to developers, with a development and editing platform for clients supporting virtual environments installed on the terminals 140. Developers can edit and update the client on the terminals 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. The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via wireless or wired networks.
[0055] 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.
[0056] Optionally, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. The 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 of user accounts used by the first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and service areas. 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 the first terminal 110 and / or second terminal 130 via wireless or wired network.
[0057] This application provides a card-based turn-based chess game (auto chess). It simplifies the complex operations involved in traditional auto chess, such as shop purchases, shop upgrades, piece preparation, piece deployment, piece upgrades, and piece equipment, into a card-based gameplay process. On one hand, the card-based gameplay is simpler and suitable for use on small-screen devices such as mobile phones and tablets; on the other hand, the 3D models of virtual pieces can only carry limited text information, while the card surface can carry more information such as "tags," "values," "attributes," and "effects," thereby improving the utilization efficiency of the display area where the cards are located.
[0058] Figure 2 is a flowchart of a game interaction method for a turn-based chess game provided in an embodiment of this application. This embodiment illustrates the method using a terminal as an example, where a client supporting turn-based chess games is running on the terminal. The method includes:
[0059] 201. Display the game interface of a turn-based chess game. The game interface includes a chessboard area and a hand area. The hand area displays at least one card.
[0060] The game interface is the interface used in turn-based chess games where two player objects engage in a round-robin battle. A player object can be understood as at least one of the following concepts: user, account, player, chess player, virtual chess player, or virtual chess player.
[0061] Referring to Figure 3, the game interface includes a chessboard area 301 and a hand area 302. The chessboard area 301 accommodates at least one friendly piece and at least one enemy piece participating in the battle, equivalent to the area occupied by the virtual chessboard in the game interface. The chessboard area 301 includes multiple squares arranged in an array, which are always displayed or only displayed at certain times. Optionally, the chessboard area 301 can be a two-dimensional or three-dimensional chessboard; this embodiment illustrates this by describing the chessboard area 301 as a three-dimensional chessboard viewed from above. In this context, a three-dimensional chessboard refers to a chessboard located in a three-dimensional environment, not necessarily that the chessboard itself is three-dimensional. The hand area 302 displays at least one card held or dealt to the player. This at least one card is typically multiple cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player by a background program, cards obtained after playing cards with card-drawing effects, and player cards acquired through player skills. Multiple cards have a maximum quantity limit, such as a maximum of 8 cards; excess cards are automatically discarded. Optionally, these multiple cards are arranged in a fan shape in the hand area 302, and the arrangement order can be determined by at least one of the following factors: the time of drawing, card type, number of cards of the same type, number of the same card, and card quality. Optionally, there is a limit to the number of at least one card held by the player, such as a maximum of 8 or 10 cards; exceeding this limit will result in the discard of excess cards. The player can play all or some of their cards in each round of combat. Optionally, in each round of combat, the player can also exchange all or some of their cards. Optionally, different cards have different card types. Different card types have different preparation functions.
[0062] A game of turn-based chess consists of multiple rounds, each round including a preparation phase and a battle phase.
[0063] 202. During the preparation phase, in response to the play of at least one card, perform preparation actions relevant to your side.
[0064] A card-playing operation refers to the action of playing one or more cards held in hand. Illustratively, a card-playing operation is the action of dragging the selected card towards the board area. Alternatively, a card-playing operation includes a first click operation and a second click operation; the first click operation is the action of clicking to select a card, and the second click operation is the action of clicking a square in the board area. This application embodiment does not limit the specific form of the card-playing operation. In some embodiments, a function of intelligently recommending card plays can also be provided, allowing the player to play cards in place of their own player in certain rounds, such as intelligently recommending card plays for novice players in their first few rounds. At least one player's piece is a virtual piece that participates in the battle in at least one round (including the current round). When the board area is a two-dimensional board, the virtual piece is also a two-dimensional piece, displayed as a two-dimensional icon or image; when the board area is a three-dimensional board, the virtual piece is also a three-dimensional piece, displayed as a three-dimensional model or image. Initially, there can be zero player pieces in the board area; these can be added, deleted, or supplemented by the player. All friendly pieces that survived the previous round are automatically carried over to the next round. Optionally, all friendly pieces from the previous round are automatically carried over to the next round. The display state of selected cards differs from that of unselected cards. Optionally, selected cards have a highlight effect, including: bold border, highlighted border, dynamic border, and their placement in the card queue is moved a preset distance towards the board area.
[0065] Preparation operations include at least one of the following: adding a friendly piece, removing a friendly piece, upgrading a friendly piece, equipping a friendly piece, removing a friendly piece from its equipment, or granting a friendly piece a buff. Since different card types have different effects, a preparation operation is performed on at least one friendly piece in the board area based on the card type of the selected card. During the preparation phase, the friendly player will prepare at least one friendly piece in the board area, and the opposing player will prepare at least one enemy piece in the board area.
[0066] 203. During the battle phase, display that your pieces and the opponent's pieces will automatically engage in battle in the board area.
[0067] The automatic combat process between the player's and opponent's pieces on the board area requires no manual control from the player. The client or server automatically controls the battle based on factors such as the pieces' positions on the board, their attributes, levels, skills, synergistic enhancements, etc., until one side's pieces are all defeated. Both the player and the opponent have health points. At the end of each round, the losing player's health points are reduced by a certain amount. This reduction can be based on the number of remaining pieces on the winning side or it can be a fixed value; this embodiment does not limit the specific amount.
[0068] In summary, the method provided in this application introduces a "card" mechanism into turn-based chess games, simplifying and integrating various preparation operations into the card-playing process involving multiple cards. It eliminates the concept of a shop, eliminating the need for players to interact multiple times between various sub-areas on the traditional battle interface, such as the shop, piece preparation area, and piece battle area, to acquire, upgrade, and engage in battles with pieces. The traditional process of actively purchasing pieces is replaced by passively receiving distributed cards, with the game system handling some of the user's tedious operations. Users only need to use card-playing operations similar to those in card games to complete various preparation operations, thereby improving human-computer interaction efficiency.
[0069] Especially when playing turn-based chess games on small screen devices such as mobile phones or tablets, players can complete a variety of preparatory operations based on the limited operations in their hand area, which can significantly improve the efficiency of human-computer interaction compared to traditional auto chess.
[0070] Card type classification: In some embodiments, the card types of virtual cards include at least one of the following: chess piece cards, effect cards, equipment cards, and chess player cards.
[0071] Chess Piece Cards: Chess piece cards are cards used to summon or upgrade one's own pieces in the chessboard area. Figure 4 shows a schematic diagram of a chess piece card. A chess piece card displays at least one of the following information: piece image 401, piece name 402, energy cost when playing the card 403, piece type or faction 404, level increase of the piece after playing the card 405, and description of the piece's additional effects 406. The piece image 401 can be at least one of the following: virtual piece portrait, icon, half-body portrait, full-body portrait, or display animation. Figure 4 illustrates this with an example where piece image 401 is a half-body portrait of a virtual piece. The piece name 402 is the name of the virtual piece. For example, if the virtual piece is a hero, the piece name is the hero's name. The energy cost 403 refers to the energy required to play the chess piece card; the energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy to play. For example, five different qualities of cards require 0, 1, 2, 3, and 4 energy points respectively to play. Piece type 404 is a classification attribute of the role a piece plays during combat. In one example, different pieces can be classified into at least one of the following types: Tank, Warrior, Assassin, Mage, Archer, and Support. Faction is a classification attribute of pieces belonging to the same piece group in the virtual world. In one example, different pieces can be classified into at least one of the following factions: Great Wall, Three Kingdoms, Xuanyong, Mechanism, Yaotian, and Chang'an. For example, two pieces belonging to the Great Wall Guards in the virtual world both belong to the Great Wall faction. In different embodiments, piece type and faction can be considered the same classification attribute; this application's embodiment uses piece type and faction as different classification attributes as examples. The level increase of a piece after playing a card (405) refers to the level upgrade of an existing piece with the same name (i.e., the same piece) on the board. For example, if level 405 is level 3 and the same piece was originally level 2, then after playing the card, the same piece will be upgraded to level 5. Optionally, cards of different qualities can increase the level of the same piece by different amounts after playing. For example, five different qualities of cards can increase the level of the same piece by 1, 2, 3, 4, and 5 respectively after playing. The additional effect description of the piece (406) is the effect description of the additional effect possessed by the piece. This additional effect can be triggered when the card is played, or it can be triggered when a certain condition is met during the battle. For example, Piece 1's unique skill is: when Piece 1 is on the field, whenever another friendly piece in the board area is sold, a random friendly piece of the "Tank" type will be selected and its level will be increased by one value, which is half the level of the sold piece.
[0072] Effect Cards: Effect cards are cards used to apply effects to at least one game element during a game. At least one game element includes pieces, skills, equipment, buffs, levels, combat processes, and hand acquisition processes. Figure 5 shows a schematic diagram of an effect card. An effect card displays at least one of the following information: effect icon 501, effect name 502, energy cost when playing the card 503, and effect description 504. Effect icon 501 can be an icon representing the buff effect of the effect card. An example icon with a hexagonal frame is shown in Figure 5. Effect name 502 is the name of the effect card or the name of the buff effect. Energy cost 503 refers to the energy cost when playing the effect card; the energy value is an integer. Energy is a resource in turn-based board games. Optionally, cards of different qualities require different amounts of energy to play. For example, five cards of different qualities require 0, 1, 2, 3, and 4 energy points to play, respectively. The effect description 504 describes the effect of an effect card after it is used. Effect cards have effects including, but not limited to, at least one of the following: 1. Increase the probability and / or number of pieces a player acquires; 2. Increase the probability or number of pieces a player acquires that share the same name as a piece on the board; 3. Reduce the energy cost for a player to acquire pieces; 4. Increase the number of pieces a player can exchange for; 5. Reduce the energy cost for a player to exchange for pieces; 6. Increase the level of at least one piece on the board; 7. Add equipment to at least one piece on the board; 8. Increase the equipment level of at least one piece on the board; 9. Reduce the energy cost of playing / exchanging cards; 10. Increase the probability of acquiring certain cards; 11. Increase the number of certain cards acquired; 12. Increase card exchange opportunities, and so on, without further details.
[0073] For example, the "Two-Player Journey" card effect is: randomly gain 2 identical hero cards; the "Talent Search" card effect is: choose 1 out of 3, the highest quality hero card obtainable at the current player level; the "Copy" card effect is: randomly gain 1 card with the same name as a hero on the field; the "Abundant Harvest" card effect is: immediately replenish your hand to 5 cards; the "Random Enhancement" card effect is: randomly increase the level of 1 hero on the field by 5; the "One More Time" card effect is: draw 1 card and gain an extra free card swap this turn; the "Wish" card effect is: reduce the energy cost of all cards by 1; and the "Add Cards" card effect is: draw 2 cards.
[0074] In some embodiments, effect cards can be categorized into at least one of the following: general effect cards, piece-type effect cards, and faction effect cards. General effect cards are those whose card attributes are unrelated to piece type / faction, and these card attributes include at least one of the following: acquisition conditions, usage conditions, card effect, and range of effect. Piece-type effect cards are those whose card attributes are related to piece type; for example, cards whose effects can only be acquired, used, or enjoyed by pieces of a specified piece type. Faction effect cards are those whose card attributes are related to a faction; for example, cards whose effects can only be acquired, used, or enjoyed by pieces of a specified faction. For instance, a certain piece-type effect card may only be acquired with a certain probability if a piece of that type is played.
[0075] Equipment Cards: Equipment cards are cards used to equip at least one of your own pieces. Figure 6 shows a schematic diagram of an equipment card provided in an exemplary embodiment of this application. The equipment card displays at least one of the following information: equipment icon 601, equipment name 602, energy cost 603 when playing the card, and equipment description 604. The equipment icon 601 can be an icon representing the appearance or effect of the equipment. An example of an icon with a circular frame is shown in Figure 6. The equipment name 602 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat ability of your own pieces or weaken the combat ability of the enemy pieces in different dimensions such as health, armor, defense, and mana. The energy cost 603 refers to the energy cost required to play the equipment card; this energy value is an integer. Energy is a resource in turn-based board games. Optionally, cards of different qualities require different amounts of energy to play. For example, cards of five different qualities require 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy cost of different cards may be adjusted periodically or irregularly based on game balance. The equipment description 604 of the equipment card describes the effect of the equipment after it is worn.
[0076] Player Cards: Player cards are cards acquired through the skills of a virtual player. Player cards can be cards acquired through the passive or active skills of a virtual player, cards that can only be acquired by a specific virtual player, cards that can only be used by a specific virtual player, cards exclusive to a specific virtual player, etc., and this application embodiment does not limit these categories. Figure 7 shows a schematic diagram of a player card provided in an exemplary embodiment of this application. The player card displays at least one of the following information: card icon 701, player card name 702, energy value consumed when playing the card 703, and effect description of the player card 704. Card icon 701 can be an icon used to represent the card effect. Figure 7 uses an icon with a hexagonal frame as an example. Player card name 702 is the name of the player card or the name of its effect. Energy value 703 refers to the energy value required to play the player card, and this energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy to play. For example, five different qualities of cards require 0, 1, 2, 3, and 4 energy points respectively to play. Optionally, the energy cost of different cards may be adjusted periodically or irregularly based on game balance. The effect description 704 of the chess player card describes the effects that the chess player card can add after use. The effect of the chess player card can be the same as or similar to the effects of chess piece cards, equipment cards, and effect cards, or it can exceed the scope of the effects of chess piece cards, equipment cards, and effect cards. In possible designs of different embodiments, the effect of the chess player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add buff effects, reduce energy consumption, affect the card acquisition process, or any other form of effect. The effect of the chess player card can be designed to affect any process or detail in the game, and this application embodiment does not limit this.
[0077] Based on the above introduction of the four types of cards, we can see that: Firstly, different types of cards have different functions. Piece cards can eliminate the shop in traditional auto chess games based on the gameplay characteristics of the cards; effect cards can eliminate effect buttons or controls in traditional auto chess games; equipment cards can eliminate the jungle clearing phase in traditional auto chess games; and player cards can incorporate gameplay characteristics related to specific players. By simplifying the different mechanisms of turn-based chess games into the card-playing process using different types of cards, we can reduce the user interface elements that need to be displayed on the battle screen, simplify the operation for our own player, and improve the human-computer interaction efficiency. Secondly, compared to three-dimensional pieces, two-dimensional cards, due to the limited text information that three-dimensional pieces can carry, cannot effectively convey textual information. Two-dimensional cards, on the other hand, naturally can carry more text and icon information. Therefore, compared to three-dimensional pieces in the traditional preparation phase, two-dimensional cards can better increase the amount of information carried within the limited display area of a small screen terminal, thus improving information transmission efficiency. It should be noted that the aforementioned cards can be played not only during the preparation phase, but also during the battle phase, such as certain equipment cards and effect cards that immediately draw two more cards.
[0078] Card Acquisition Methods: Under certain conditions, the player will acquire at least one card. The acquisition conditions include at least one of the following: (1) Acquisition Condition 1: Start a new round of turn-based battle; Several cards will be obtained each time a new round of turn-based battle is started. For example, 4 cards will be drawn in the first round of turn-based battle, and 2 cards will be drawn in subsequent rounds of turn-based battle. (2) Acquisition Condition 2: Use a preset chess piece card; Preset chess piece cards refer to chess piece cards with additional skills such as drawing, adding, or copying cards. For example, a chess piece card with the same name as the chess piece on the field will gain an additional effect card when playing a card. (3) Acquisition Condition 3: Use a preset effect card; Preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards. (4) Acquisition Condition 4: Use a preset chess player card; Preset chess player cards refer to effect cards with effects such as drawing, adding, or copying cards. (5) Acquisition Condition 5: Exchange resources owned by the player; for example, consume energy to draw or exchange. (6) Acquisition Condition 6: Upgrade the virtual player's player level; after upgrading the player level, higher quality or more cards can be unlocked. (7) Acquisition Condition 7: Upgrade the card pool level; after upgrading the card pool level, higher quality or more cards can be unlocked. (8) Acquisition Condition 8: Purchase cards. (9) Acquisition Condition 9: Preset player skills are triggered. Preset player skills refer to passive or active skills that have the effect of drawing, increasing, or copying cards, such as drawing one player card every 2 rounds; drawing one player card every 3 cards played.
[0079] It should be noted that the above acquisition conditions can be in combination; for example, some cards can only be obtained by using preset player cards after the player reaches level 2. Another point to note is that the acquisition conditions for different types of cards can be completely different, completely the same, or have some conditions the same and some different.
[0080] Figure 8 is a flowchart of a turn-based board game interaction method provided in an embodiment of this application. This embodiment illustrates the method by showing it being executed by a terminal. The method includes:
[0081] Player selection phase:
[0082] 801. Select your virtual player. A virtual player is used to represent a virtual role that controls at least one of your pieces.
[0083] Before each game begins, the player selects their desired virtual chess player. Different virtual chess players possess different skills. These skills are typically related to acquiring chess player cards, but can also be linked to other game factors. In some embodiments, different chess player skills have their own passive trigger mechanisms that grant the player cards with special effects. For example, a chess player's skill effect might be: for every 3 chess piece cards played, a Treasure Chess Player card is obtained, whose effect is: consuming 1 energy point, increases the level of a designated allied piece in the chessboard area by 2. As exemplarily shown in Figure 9, a chess player selection interface is displayed before starting a game. This interface displays the virtual chess players selected by the six player objects. Optionally, the virtual chess player 901 selected by the player object is highlighted. Taking player 4 as an example, the virtual chess player selected by player 4 will be highlighted by standing, enlarged, and centered in the foreground. Virtual chess players selected by other players will be displayed normally, seated, at normal size, and distributed on both sides. The player selection interface displays several candidate virtual chess players 902, such as candidates 1 to 5. Players can swipe left or right to view other candidate players, or click the "All" button 903 to view all candidate players. The player selection interface also displays a player skill button 904. Clicking the player skill button 904 will display the name and effect description of the currently selected virtual chess player's skill in a pop-up window on the right.
[0084] Optionally, the top of the player selection interface displays messages sent by other players, as well as a countdown timer for selecting a player or entering a game. The left side of the player selection interface displays buttons for sending text messages, speaker on / off, and microphone on / off. After the virtual player selected by the player is confirmed, clicking the "Confirm" button (905) enters the preparation state. The n player objects participating in the game engage in turn-based combat between each other. Each round includes a preparation phase and a combat phase.
[0085] Preparation phase for each round:
[0086] 802. Display the game interface of a turn-based chess game, which includes a chessboard area and a hand area.
[0087] Referring to Figure 10, the chessboard area 1001 is used to place at least one of the player's own pieces and at least one of the opponent's pieces. Optionally, the upper half of the chessboard area 1001 is used to place at least one of the opponent's pieces, and the lower half of the chessboard area 1001 is used to place at least one of the player's own pieces. The hand area 1002 is used to display at least one card held by the player. In the initial state or under certain circumstances (such as when all cards in the current turn have been played), the number of cards displayed in the hand area 1002 is 0.
[0088] Optionally, the upper left corner of the game interface also displays attribute information for the n player objects participating in this game. Attribute information includes at least one of the following: player nickname, player avatar, player health, and player's chess player level. The lower left corner of the game interface displays a chess player skill button 1003. The lower right corner of the game interface also displays a card swap button 1004 and an ability display button 1005. The ability display button 1005 is the ability display option. The card swap button 1004 is used to swap one or more cards in the hand area 11. The ability display button 1005 is used to change the virtual chess player's ability information or upgrade the virtual chess player's level to unlock higher-level cards, abilities, and acquire equipment.
[0089] Optionally, the game interface also displays an energy control 1006, which displays the energy value possessed by the player. Energy is a game resource that may be used at various stages of the game. For example, playing cards, exchanging cards, and upgrading player levels all consume energy. Optionally, the game interface also displays an identifier display area 1007. The identifier display area 1007 displays the identifiers of all players participating in the turn-based chess game. In the identifier display area 1007, the identifiers of multiple players can be displayed randomly, or they can be displayed in descending order of the number of wins by multiple players in the current turn-based chess game; this embodiment does not impose any limitations on this. Optionally, the order of the current round is displayed at the top of the game interface. Referring to Figure 10, the current stage is the preparation phase of the first round in the turn-based chess game.
[0090] 803. In response to a play action involving at least one card, perform a preparation action relevant to your side.
[0091] Card types include at least one of the following: piece cards, equipment cards, effect cards, and player cards. The player performs different preparation actions by playing different piece cards. This step includes at least one of the following: 8031. In response to playing a piece card, perform a preparation action related to at least one of the player's pieces in the board area. 8032. In response to playing an equipment card, equip all or some of the player's pieces with virtual equipment. 8033. In response to playing an effect card, perform a preparation action that adds an effect to at least one factor in the game. 8034. In response to playing a player card, perform a preparation action related to at least one factor in the game.
[0092] Since the battle situation is different in each round of turn-based combat, each player's hand cards are different, and each player's card-playing habits are different, the number of times and order in which the above-mentioned 8031, 8032, 8033, and 8034 are executed in each round of turn-based combat may change, and the embodiments of this application do not limit this.
[0093] Regarding step 8031 (chess piece card): In some embodiments, the card located in the hand area includes a first chess piece card. In response to a play operation on the first chess piece card, a first local chess piece is added to the chessboard area. The first local chess piece is the piece corresponding to the first chess piece card. In some embodiments, the first local chess piece is a piece that has not yet been summoned to the chessboard area. That is, when the first local chess piece does not yet exist in the chessboard area, in response to a play operation on the first chess piece card, a first local chess piece is added to the chessboard area. In response to a play operation on the first chess piece card, at least two candidate squares are displayed in the chessboard area, and a first indicator element corresponding to the first chess piece card is displayed. The first indicator element includes at least one of a scaled-down first chess piece card, a first local chess piece, and a first indicator arrow. In response to a drag operation that moves the first indicator element to a first candidate square, a first local chess piece is added to the first candidate square; wherein the first candidate square is one of at least two candidate squares. At least two candidate squares can be any of the candidate squares, or they can be candidate squares belonging only to the player's side. These at least two candidate squares can always be displayed, or they can be displayed only when a play operation is detected. Taking the first piece card as the fourth card in Figure 10 as an example, referring to Figure 11, in response to a drag operation on the first piece card, the player's first piece 1101 and the first indicator arrow 1102 are displayed. The first piece 1101 is a three-dimensional piece that slides to the real-time position following the drag operation; the starting point of the first indicator arrow 1102 is the position of the first piece card before play, and the ending point is the real-time position of the drag operation. When the release position of the drag operation is in the first candidate square, the first piece 1101 is summoned to the first candidate square. As shown in Figure 11, this interaction method eliminates the piece preparation area, and the hand area simultaneously serves the functions of piece acquisition and preparation, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.
[0094] In some embodiments, the cards located in the hand area include second chess piece cards. In response to a play operation on the second chess piece card and the existence of a second player chess piece in the board area, the level of the second player chess piece is upgraded in the board area. The second player chess piece is the piece corresponding to the second chess piece card. The play operation on the second chess piece card can also be a drag operation. However, since a second player chess piece already exists in the board area, the release position of this drag operation can be completed anywhere in the board area, without requiring the player object to be precisely dragged onto the second player chess piece.
[0095] Regarding step 8032 (equipment card): In some embodiments, the cards located in the hand area include equipment cards. In response to a play operation on an equipment card, a second indicator element corresponding to the equipment card is displayed. The second indicator element includes at least one of a scaled-down equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow. In response to a drag operation that moves the second indicator element to a second player piece, virtual equipment is equipped on the second player piece. The second player piece is a player piece already existing in the board area.
[0096] Regarding step 8033 (Effect Card): In some embodiments, cards located in the hand area include effect cards. In response to playing an effect card, an effect is added to at least one friendly piece, and / or, an effect is added to the card acquisition process. Based on the target of the effect, effect cards fall into two main categories: Type 1: Adds an effect to friendly pieces within the board area; Type 2: Adds an effect to the card acquisition process. In response to playing a Type 1 effect card, an effect is added to at least one friendly piece, such as adding a type-specific buff, or a combined buff when at least two pieces of the same faction are present. In response to playing a Type 2 effect card, an effect is added to the card acquisition process, such as drawing two identical piece cards consecutively.
[0097] Regarding step 8034 (player card): In response to the play operation of the player card, perform at least one of the following preparation operations: adding a player piece, removing a player piece, upgrading a player piece, adding an effect to a player piece, equipping a player piece with an item, an operation related to card acquisition, an operation related to card sale, an operation related to card exchange, an operation related to subsequent rounds, or an operation related to the player's health. The function of the player card is quite unique; it can be any of the functions of a player piece card, equipment card, or effect card. It can also be a function related to the card acquisition process or a function related to the player's health. In different design implementations, any function that can affect a certain factor in the game may be designed as a player card function; this application embodiment does not limit this.
[0098] During the preparation phase, the player can use at least one of the following functions: card swapping, card deletion, and player level upgrade. (1) Card swapping: During the preparation phase, the player can swap one or more cards from their hand area. By clicking the card swapping button, one or more cards can be swapped. Swapping cards consumes energy. For example, you can only swap cards once per round, and you can swap multiple cards at once. Each card swap costs 1 energy point. (2) Card deletion: During the play, you can drag a card to a designated position to delete or sell the card. The resources consumed by the deleted card cannot be recovered, or a portion can be recovered, or a fixed amount of energy can be recovered. For example, you can get 1 energy point for each card deleted. (3) Player level upgrade: The player gains a certain amount of energy each round. Unused energy in the current round can be accumulated to the next round. Energy can be used to upgrade the player level. The higher a player's level, the higher the quality of cards they can draw each round, and they will also unlock new abilities, such as talents and purchasable equipment. Optionally, the ability display button can show quality indicators of different colors. As the player's level increases, the quality indicator corresponding to the current player level will light up, indicating the quality of cards obtainable at the current player level. The quality indicator can be a small circle or rectangle as shown in Figure 12, or it can be other shapes or forms. For example, when the player is at player levels 1 / 2 / 3 / 4 / 5, cards of quality 1 / 2 / 3 / 4 / 5 will be unlocked respectively.
[0099] Each round's battle phase:
[0100] 804. During the battle phase, display that your pieces and the opponent's pieces will automatically engage in battle within the board area.
[0101] The automatic combat process between your pieces and the enemy pieces on the board area requires no manual control from the player. The client or server automatically controls the battle based on factors such as the pieces' positions on the board, their attributes, levels, skills, synergistic enhancements, etc., until all pieces on one side are eliminated. Figure 13 illustrates the automatic combat between your piece 1301 and the enemy piece 1302 on the board area. The movement, skill activation, and other actions of the pieces during the combat process are all handled automatically without player intervention.
[0102] Battle settlement phase:
[0103] 805. Calculate the life points of your virtual chess player, and start the next round of turn-based combat or end the current game based on the life points.
[0104] Both the player and the opponent have life points. At the end of each round, the losing player's life points are reduced by a certain amount. This reduction can be based on the number of pieces remaining on the winning side, or it can be a fixed value. When life points reach zero, the player is eliminated from the game. If life points have not yet reached zero, the next round of turn-based combat begins, and the player continues to fight against one of the n player objects until they are eliminated, or, as the last surviving player, wins the game.
[0105] In some embodiments, damage calculation is based on the number of remaining pieces on the winning side's field. Figure 14 shows an animation effect where, when the losing side is at a loss, the enemy piece 1401 has one piece remaining, and the damage to the player's virtual piece 1402 is calculated. A health progress bar can be displayed above the virtual piece 1402's head. Referring to Figure 15, the settlement interface displays the settlement information for this game. The settlement information includes player ranking, the player's chosen pieces, lineup, piece type, etc.
[0106] In summary, the method provided in this application introduces a "card" mechanism into turn-based chess games, simplifying and integrating various preparation operations into the card-playing process. It eliminates the concept of a shop, eliminating the need for players to interact multiple times between various sub-areas on the traditional battle interface, such as the shop, piece preparation area, and piece battle area, to acquire, upgrade, and battle pieces. The traditional process of actively purchasing pieces is replaced by passively receiving distributed cards, with the game system handling some of the user's tedious operations. Users only need to use card-playing operations similar to those in card games to complete various preparation operations, thus improving human-computer interaction efficiency. Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete multiple preparation operations based on limited actions within their hand area, significantly improving human-computer interaction efficiency compared to traditional auto chess. The method provided in this application eliminates the traditional auto chess shop by using chess piece cards, based on the card gameplay characteristics. It replaces the tedious process of users having to purchase desired pieces from dozens of available pieces with a system that automatically distributes cards to the player, eliminating the need for manual selection and reducing the number of interactive operations and information processing required. Furthermore, the method can eliminate effect buttons or controls in traditional auto chess using effect cards, eliminate the jungle clearing phase using equipment cards, and incorporate gameplay characteristics related to specific chess players using player cards. By simplifying different mechanisms in turn-based chess games into a card-playing process using different types of cards, it reduces the number of user interface elements displayed on the battle screen, decreases the time users spend actively searching for relevant function entry points, simplifies the operation of the player's character, and improves the human-computer interaction efficiency.
[0107] Figure 16 is a flowchart of a game interface display method provided in an embodiment of this application. Taking the method executed by a terminal as an example, as shown in Figure 16, the method includes:
[0108] 1601. The terminal displays the game interface of a turn-based chess game. The game interface displays a virtual chessboard and virtual chess players. The virtual chess players are used to place virtual chess pieces on the virtual chessboard. The virtual chess players' virtual chess pieces are used to interact with the virtual chess pieces of other virtual chess players on the virtual chessboard.
[0109] In turn-based chess games, each player controls a virtual chess piece to place pieces on a virtual chessboard, allowing interaction with pieces placed by other virtual players. Virtual chess players can acquire virtual cards, which can be converted into pieces on the virtual chessboard, or used to adjust the state of existing pieces, enabling subsequent adjustments based on acquired virtual cards.
[0110] 1602. When the virtual chess player reaches the first level, the terminal displays the energy value corresponding to the ability information, which is reduced from the first energy value to the second energy value. The ability information indicates the ability corresponding to the first level, and the energy value corresponding to the ability information is the energy value consumed to replace the ability information.
[0111] When the virtual chess player is at level one, the terminal displays that the energy value corresponding to the ability information is reduced from the first energy value to the second energy value. In this embodiment, each level of the virtual chess player corresponds to ability information. The ability information corresponding to any level indicates the ability corresponding to that level. The virtual chess player can replace the ability information to bind the virtual chess player with the ability indicated by the replaced ability information, that is, to make the virtual chess player have the ability indicated by the replaced ability information. Replacing the ability information of the virtual chess player requires consuming the energy value possessed by the virtual chess player. When the virtual chess player is at level one, the energy value required to replace the ability information corresponding to level one is reduced from the first energy value to the second energy value, thereby reducing the energy value consumed to replace the ability information corresponding to the current level of the virtual chess player. This encourages the user to replace the ability information of the virtual chess player when the virtual chess player is at level one.
[0112] The first level can be any level, such as level 1, 2, or 3. The ability information indicates any ability, such as the ability to acquire virtual cards, the ability to add relationships to virtual pieces, the ability to increase the virtual player's energy value, or the ability to improve the attributes of virtual pieces already placed on the virtual board. For example, if the ability information is talent information, the ability indicated is a talent. The first energy value is the energy required to replace the ability information when the virtual player is not at the first level, while the second energy value is the energy required to replace the ability information when the virtual player is at the first level. The first energy value is any value, and the second energy value is any value less than the first energy value; for example, the first energy value is 10, and the second energy value is 5.
[0113] In this embodiment, substitution refers to replacing one thing with another. Substituting ability information means using the virtual player's energy value to exchange for ability information, thus binding the virtual player to the ability indicated by the ability information. This is equivalent to granting the virtual player the ability indicated by the ability information, allowing the virtual player to possess that ability. In other words, after substituting ability information, the virtual player can bind to the ability indicated by that ability information. When the virtual player does not possess the ability indicated by the ability information, substituting the ability information for the virtual player is equivalent to substituting the ability indicated by the ability information for the virtual player, thereby granting the virtual player that ability, allowing the virtual player to possess that ability. For example, if the ability information indicates the ability to increase the attack value of virtual pieces already placed on the virtual chessboard, and the attack value of the virtual pieces already placed on the virtual chessboard is 50 when the virtual player has not substituted this ability information, then substituting the ability information for the virtual player grants the virtual player the ability indicated by the ability information, increasing the attack value of the virtual pieces already placed on the virtual chessboard to 100.
[0114] 1603. In response to the substitution operation of the ability information, the terminal reduces the energy value of the virtual chess player by a second energy value and binds the ability information indicated by the ability information to the virtual chess player.
[0115] When a virtual chess player is at the first level, and can exchange the ability information corresponding to that level, the virtual chess player's energy value is reduced by a second energy value to successfully exchange the ability information. This binds the virtual chess player to the ability indicated by the ability information, giving the virtual chess player that ability. This allows the virtual chess player to utilize the acquired ability in subsequent games. Binding the ability information indicator to the virtual chess player is equivalent to granting the virtual chess player the ability indicated by that ability information, allowing the virtual chess player to acquire that ability during the game.
[0116] In the solution provided in this application embodiment, during a turn-based chess game, when the virtual chess player reaches a certain level, the energy consumed to replace the ability information corresponding to that level decreases. This allows users to consider the impact of the virtual chess player's level on replacing ability information during the game. It not only encourages users to consider energy consumption when replacing ability information corresponding to the current level of the virtual chess player, but also to rationally plan appropriate upgrades for the virtual chess player based on energy consumption. Therefore, the solution in this application embodiment increases the user's decision-making space regarding the virtual chess player, thereby enhancing the virtual chess player's participation in the game, improving the interactive effect of the virtual chess player, and further enhancing the strategic aspect of turn-based chess games, thus improving the user's gaming experience.
[0117] Based on the embodiment shown in Figure 16, in this embodiment, when the virtual chess player upgrades to the first level, the energy value corresponding to the ability information will decrease. The specific process is detailed in the following embodiments. Figure 17 is a flowchart of a game interface display method provided in this embodiment. Taking the method executed by a terminal as an example, as shown in Figure 17, the method includes:
[0118] 1701. The terminal displays the game interface of a turn-based chess game. The game interface displays a virtual chessboard and virtual chess players. The virtual chess players are used to place virtual chess pieces on the virtual chessboard. The virtual chess players' virtual chess pieces are used to interact with the virtual chess pieces of other virtual chess players on the virtual chessboard.
[0119] In one possible implementation, step 1701 includes: displaying the game interface during the preparation phase of any round. A game of a turn-based chess game includes multiple rounds, each round including a preparation phase and a game phase. During the preparation phase, the virtual player can use virtual cards to place pieces on the virtual chessboard, and only the pieces of the virtual player controlled by the local device are displayed on the virtual chessboard during the preparation phase. After the preparation phase ends, the game phase begins, during which the pieces of the virtual player controlled by the local device can be displayed on the virtual chessboard and automatically interact with the pieces of other virtual players.
[0120] Optionally, during the preparation phase, the virtual player is located on the virtual chessboard. Upon entering the game phase, the virtual player is displayed in the game interface as having left the virtual chessboard and is now outside of it. During the preparation phase, the virtual player is on the virtual chessboard so that it can be displayed later to adjust the piece layout. However, upon entering the game phase, the virtual player leaves the virtual chessboard so that its pieces can be displayed on the virtual chessboard later to interact with other virtual players' pieces.
[0121] In one possible implementation, the game interface includes a hand area that displays the virtual cards owned by the virtual player.
[0122] In one possible implementation, the game interface also includes an identifier display area, which displays multiple player identifiers indicating multiple virtual players participating in the same game. These player identifiers can be represented in any form, such as player nickname, player avatar, player health, or player rank. Optionally, the identifier display area can be a leaderboard display area, arranged according to the remaining health, number of wins, etc., of the multiple virtual players.
[0123] 1702. In response to the level upgrade operation, the terminal displays that the energy value corresponding to the ability information is reduced from the first energy value to the second energy value. The level upgrade operation is used to upgrade the virtual chess player's level to the first level. The ability information indicates the ability corresponding to the first level. The energy value corresponding to the ability information is the energy value consumed to replace the ability information.
[0124] Users can trigger a level-up operation for the virtual chess player through the terminal. When the level-up operation instruction raises the virtual chess player's level to the first level, the virtual chess player's level will be raised to the first level, and the energy value corresponding to the ability information will be reduced from the original first energy value to the second energy value. This is to ensure that when the virtual chess player is raised to the first level, the change in the energy value corresponding to the ability information of the first level can be displayed in a timely manner, achieving a strong reminder effect of the energy value change, prompting users to replace the ability information corresponding to the current level of the virtual chess player in a timely manner, and ensuring the interactive effect.
[0125] In one possible implementation, the process of displaying the energy value corresponding to the ability information includes: in response to a level-up operation, displaying an animation showing the energy value corresponding to the ability information gradually decreasing from a first energy value to a second energy value. In this embodiment, when a user triggers a level-up operation via a terminal, the virtual chess player's level is increased to the first level. The energy value corresponding to the ability information is initially displayed as the first energy value, and then gradually decreases until it reaches the second energy value. By representing the decrease in the energy value corresponding to the ability information in the form of animation, a strong reminder effect is achieved, ensuring the display effect.
[0126] In one possible implementation, the process of displaying the energy value corresponding to the ability information includes: the terminal responding to a level-up operation, displaying a first energy value and a second energy value corresponding to the ability information, with a strikethrough displayed on the first energy value. In this embodiment, when a user triggers a level-up operation through the terminal, the virtual chess player's level is increased to the first level, and the first and second energy values corresponding to the ability information are displayed, with a strikethrough displayed on the first energy value. This allows the user to be aware of the decrease in the energy value corresponding to the ability information, achieving a strong reminder effect and ensuring the display effect.
[0127] In one possible implementation, step 1702 includes: in response to the level upgrade operation, the terminal switches the displayed capability information from an unlocked state to an unlocked state, and the energy value corresponding to the displayed capability information decreases from a first energy value to a second energy value.
[0128] In this embodiment, the virtual chess player has multiple levels. The ability information corresponding to levels the virtual chess player hasn't reached is locked, while the ability information corresponding to levels the virtual chess player has reached is unlocked. Furthermore, the terminal can replace the unlocked ability information for the virtual chess player. When the terminal responds to the operation of upgrading the virtual chess player's level to the first level, the ability information corresponding to the first level switches from locked to unlocked, and the energy value corresponding to the ability information decreases from the first energy value to the second energy value. This ensures that the virtual chess player can only replace the ability information corresponding to the levels it has reached, thus encouraging users to upgrade the virtual chess player's level to unlock the corresponding ability information, thereby enhancing the interaction with the virtual chess player. Moreover, the timely display of changes in the energy value corresponding to the ability information of the first level provides a strong reminder of energy value changes and also encourages users to promptly replace the ability information corresponding to the current level of the virtual chess player, ensuring effective interaction.
[0129] The unlocked and locked states can be represented in any different way. For example, the unlocked state can be displayed in a bright light, while the locked state can be displayed in a dark light. For instance, if the virtual chess player has 6 levels, and the current virtual chess player is at level 1, the ability information corresponding to level 2 is in a locked state. If the user triggers a level upgrade operation through the terminal, the virtual chess player's level will be upgraded to level 2. Then, the ability information corresponding to level 2 will switch from a locked state to an unlocked state, and the energy value of the ability information corresponding to level 2 will decrease from the first energy value to the second energy value.
[0130] In one possible implementation, step 1702 includes any of the following.
[0131] First item: In response to the level upgrade operation, the terminal determines the second energy value based on the virtual pieces owned by the virtual player, and displays the energy value corresponding to the ability information, which is reduced from the first energy value to the second energy value.
[0132] In this embodiment, the virtual pieces owned by the virtual player affect the reduction of energy value for replacing ability information corresponding to the current level. Therefore, based on the virtual pieces owned by the virtual player, a second energy value is determined so that the energy value corresponding to the displayed energy information decreases from the first energy value to the second energy value. This ensures that the displayed second energy value matches the virtual pieces owned by the virtual player, guaranteeing the accuracy of the second energy value. It also encourages users to adjust the virtual pieces owned by the virtual player to affect the ability value required for replacing ability information, thereby improving the interactive effect.
[0133] In this context, the virtual pieces owned by a virtual player refer to those already placed on the virtual chessboard. Alternatively, the virtual pieces owned by a virtual player include both those already placed on the virtual chessboard and those owned by the virtual player but not yet placed on the virtual chessboard. Virtual pieces already placed on the virtual chessboard are those already in play. Virtual pieces owned by a virtual player but not yet placed on the virtual chessboard refer to virtual cards, etc., owned by the virtual player.
[0134] Optionally, determining the second energy value based on the virtual pieces owned by the virtual player includes: querying a first correspondence relationship based on the number of virtual pieces owned by the virtual player to obtain a first ratio, and multiplying the first ratio by the first energy value to determine the second energy value. The first ratio is the proportion corresponding to the number of virtual pieces owned by the virtual player in the first correspondence relationship. In this embodiment, the first correspondence relationship includes the correspondence between multiple quantity ranges of virtual pieces owned by the virtual player and the ratios. Based on the number of virtual pieces owned by the virtual player, the quantity range to which the quantity belongs is queried from the first correspondence relationship to obtain the first ratio. The ratio in the first correspondence relationship is equivalent to a discount ratio. Based on the number of virtual pieces owned by the virtual player, the corresponding discount ratio is queried from the first correspondence relationship to determine the energy value after discounting the ability information.
[0135] Optionally, the process of determining the first ratio further includes: the terminal queries a second correspondence relationship based on the highest level of the virtual pieces owned by the virtual player to obtain the first ratio. Here, the first ratio is the ratio corresponding to the highest level of the virtual pieces owned by the virtual player in the second correspondence relationship. In this embodiment, the second correspondence relationship includes the correspondence between the highest level of virtual pieces and the ratio. Based on the number of virtual pieces owned by the virtual player, the ratio corresponding to the highest level is queried from the second correspondence relationship to obtain the first ratio. Here, the first ratio is the ratio corresponding to the highest level of the virtual pieces owned by the virtual player in the second correspondence relationship.
[0136] Optionally, the process of determining the first ratio further includes: the terminal queries a third correspondence relationship based on the number of associations between virtual pieces owned by the virtual player to obtain the first ratio. The first ratio is the proportion corresponding to the number of associations between virtual pieces owned by the virtual player in the third correspondence relationship. In this embodiment, the third correspondence relationship includes the correspondence between the range of the number of associations and the ratio. Based on the number of associations between virtual pieces owned by the virtual player, the range to which the number belongs is queried from the third correspondence relationship to obtain the first ratio.
[0137] Optionally, the process of determining the first ratio further includes: the terminal queries a fourth correspondence relationship based on the highest level of the association relationship between the virtual pieces owned by the virtual player, and obtains the first ratio. Here, the first ratio is the proportion corresponding to the number of virtual pieces owned by the virtual player in the fourth correspondence relationship. In this embodiment, the fourth correspondence relationship includes the correspondence between the highest level of the association relationship and the ratio. Based on the highest level of the association relationship between the virtual pieces owned by the virtual player, the proportion corresponding to the highest level is queried from the fourth correspondence relationship, thereby obtaining the first ratio.
[0138] The second item: In response to the level upgrade operation, the terminal determines the second energy value based on the ability information of the virtual chess player that has been replaced, and displays the energy value corresponding to the ability information as reduced from the first energy value to the second energy value.
[0139] In this embodiment, the ability information that the virtual chess player has replaced will affect the reduction of the energy value of the ability information that is replaced with the ability information corresponding to the current level. Therefore, based on the replaced ability information, a second energy value is determined so that the energy value corresponding to the displayed energy information is reduced from the first energy value to the second energy value. This ensures that the displayed second energy value matches the replaced ability information, guarantees the accuracy of the second energy value, and also encourages users to replace the ability information of the virtual chess player, thereby affecting the ability value required for the replaceable ability information and improving the interactive effect.
[0140] Among them, the ability information that the virtual player has replaced refers to the quantity of ability information that the virtual player has replaced, or the sum of the energy values consumed by the ability information that the virtual player has replaced.
[0141] Optionally, the process of determining the second energy value includes: the terminal queries the fifth correspondence relationship based on the number of ability information replaced by the virtual player to obtain a second ratio, and multiplies the second ratio by the first energy value to determine the second energy value. Here, the second ratio refers to the proportion corresponding to the number of ability information replaced by the virtual player in the fifth correspondence relationship. In this embodiment, the fifth correspondence relationship is a correspondence between the number of ability information and the proportion. Based on the number of ability information replaced by the virtual player, the proportion corresponding to that number of ability information can be determined by querying the fifth correspondence relationship.
[0142] Optionally, the process of determining the second energy value includes: the terminal queries the sixth correspondence relationship based on the sum of energy values consumed by the virtual chess player's replaced ability information to obtain a second ratio, and multiplies the second ratio by the first energy value to determine the second energy value. Here, the second ratio refers to the ratio corresponding to the sum of energy values consumed by the virtual chess player's replaced ability information in the sixth correspondence relationship. In this embodiment, the sixth correspondence relationship includes the correspondence between the sum of energy values consumed by the replaced ability information and the ratio. Based on the sum of energy values consumed by the virtual chess player's replaced ability information, the ratio corresponding to the sum of energy values can be determined by querying the fifth correspondence relationship. The second ratio is equivalent to a discount ratio; by querying the corresponding discount ratio, the discounted energy value of the ability information can be determined.
[0143] It should be noted that this embodiment of the application takes the reduction of the energy value corresponding to the displayed ability information to the second energy value in response to the level upgrade operation as an example. In another embodiment, step 1702 does not need to be executed. Instead, other methods are adopted. When the virtual chess player is at the first level, the energy value corresponding to the displayed ability information is reduced from the first energy value to the second energy value.
[0144] 1703. In response to the substitution operation on the ability information, the terminal reduces the energy value of the virtual chess player by a second energy value and binds the ability information indicated by the ability information to the virtual chess player.
[0145] In one possible implementation, the ability to bind capability information indicators to a virtual chess player includes at least one of the following.
[0146] The first item: Based on capability information, the terminal issues at least one virtual card to the virtual player. The virtual card is used to convert into a virtual piece on the virtual chessboard or to adjust the state of the virtual pieces already placed on the virtual chessboard.
[0147] In this embodiment, the ability information indicates the ability to acquire additional virtual cards. When this ability information is replaced for the virtual player, additional virtual cards can be issued to the virtual player, so that the virtual player has more virtual cards. This allows the virtual cards to be converted into virtual pieces on the virtual chessboard, or the state of the virtual pieces on the virtual chessboard to be adjusted, making it easier to adjust the layout of the pieces on the virtual chessboard, thereby improving the combat ability of the player's virtual pieces on the virtual chessboard, increasing the probability of winning the game, and thus improving the user experience.
[0148] In the embodiments of this application, each round includes a preparation phase and a battle phase. During the preparation phase of each round, virtual cards can be automatically issued to the virtual player. Furthermore, ability information of the virtual player can be replaced to issue at least one additional virtual card to enrich the virtual player's virtual cards and ensure the success of subsequent games.
[0149] The second item: Based on capability information, the terminal enhances the attributes of the virtual chess pieces already placed on the virtual chessboard.
[0150] In this embodiment of the application, the ability information indicates the ability to improve the virtual pieces already placed on the virtual chessboard. When the ability information is replaced for the virtual chess player, the attributes of the virtual pieces already placed on the virtual chessboard can be improved, so that the placed virtual pieces are enhanced and can better interact with the virtual pieces of other virtual chess players in the future.
[0151] The attributes of virtual chess pieces can be of any type, such as attack value, defense value, or health value. The higher the attributes of a virtual chess piece, the higher its combat power.
[0152] The third item: Based on capability information, the terminal adds at least two virtual chess pieces to increase their association relationships.
[0153] In this embodiment, the capability information indicates the ability to increase the association between virtual chess pieces. When the capability information of the virtual chess player is replaced, an association is added to at least two virtual chess pieces so that when virtual chess pieces with an association appear together on the virtual chessboard, the attributes of the virtual chess pieces are enhanced, thereby improving the capabilities of the virtual chess pieces.
[0154] In this context, the relationship, also known as a synergy, refers to the ability of virtual pieces with a synergy to enhance each other's attributes when they appear simultaneously on the virtual board. At least two virtual pieces can be either already owned by the virtual player or not. For example, if the ability information is to increase the synergy between virtual piece 1 and virtual piece 2, even if the virtual player doesn't currently own virtual piece 1 and virtual piece 2, by replacing this ability information for the virtual player, the user can be encouraged to control the virtual player to acquire virtual piece 1 and virtual piece 2. This allows the user to utilize virtual piece 1 and virtual piece 2 in subsequent battles, thereby leveraging the synergy between them to enhance their combat power in the game and increase the likelihood of victory.
[0155] Fourthly: Based on capability information, the terminal reduces the energy value corresponding to the virtual cards possessed by the virtual player. The energy value corresponding to the virtual cards is the energy value consumed by the virtual player when using the virtual cards.
[0156] In this embodiment, the energy value possessed by the virtual chess player can be used not only to replace ability information but also to use virtual cards or adjust the state of virtual pieces on the virtual chessboard. The ability information indicates the ability to reduce the energy value consumed by virtual cards. When replacing ability information for the virtual chess player, the energy value corresponding to the virtual cards possessed by the virtual chess player can be reduced, so that virtual cards can be used with less energy in the future. This allows more virtual cards to be used in the same round, making it easier to adjust the layout of pieces on the virtual chessboard, thereby improving the combat ability of the player's virtual pieces on the virtual chessboard, increasing the probability of winning the game, and improving the user experience.
[0157] For example, a virtual chess player has four virtual cards. Assuming all four cards consume the same amount of energy, each card consumes 5 energy. After changing the virtual chess player's ability information, the energy value of each virtual card can be reduced, so that each card consumes 3 energy.
[0158] Fifth: The terminal increases the energy value of the virtual chess player based on the ability information.
[0159] In this embodiment, the energy value possessed by the virtual chess player can be used not only to replace ability information, but also to use virtual cards or adjust the state of virtual pieces on the virtual chessboard. The ability information indicates the ability to increase the energy value possessed by the virtual chess player. When replacing ability information for the virtual chess player, the energy value possessed by the virtual chess player can be increased, so that the virtual chess player has more energy value to replace other ability information or use virtual cards, thereby improving the combat ability of the virtual pieces on the virtual chessboard, and thus affecting the subsequent game results and increasing the probability of winning the game.
[0160] For example, if a virtual chess player currently has 5 energy points, replacing the virtual chess player's ability information can increase the virtual chess player's energy points to 10.
[0161] In this embodiment of the application, binding the virtual chess player with the ability indicated by the ability information according to at least one of the above five items helps to arrange the virtual chess pieces on the virtual chessboard, improves the combat ability of the virtual chess pieces on the virtual chessboard, thereby increasing the probability of winning the game, enhancing the strategic nature of the game, and thus improving the user experience.
[0162] In the solution provided in this application embodiment, during a turn-based chess game, when the virtual chess player reaches a certain level, the energy consumed to replace the ability information corresponding to that level decreases. This allows users to consider the impact of the virtual chess player's level on replacing ability information during the game. It not only encourages users to consider energy consumption when replacing ability information corresponding to the current level of the virtual chess player, but also to rationally plan appropriate upgrades for the virtual chess player based on energy consumption. Therefore, the solution in this application embodiment increases the user's decision-making space regarding the virtual chess player, thereby enhancing the virtual chess player's participation in the game, improving the interactive effect of the virtual chess player, and further enhancing the strategic aspect of turn-based chess games, thus improving the user's gaming experience.
[0163] Based on the embodiment shown in Figure 17, in this embodiment, the ability information of the virtual chess player is replaced through the ability display option in the game interface. The specific process is detailed in the following embodiments. Figure 18 is a flowchart of a game interface display method provided in this embodiment. Taking the method executed by a terminal as an example, as shown in Figure 18, the method includes:
[0164] 1801. The terminal displays the game interface of a turn-based chess game. The game interface displays a virtual chessboard, virtual chess players, and ability display options. The virtual chess player is used to place virtual chess pieces on the virtual chessboard. The virtual chess player's virtual chess pieces are used to interact with the virtual chess pieces of other virtual chess players on the virtual chessboard.
[0165] In this embodiment, the ability display option is used to upgrade the virtual chess player and view the ability information corresponding to each level. The ability display option can be of any type, such as a button or other type of option.
[0166] In one possible implementation, the ability display options show at least one of the following: the virtual player's current level and at least one quality indicator, whereby the quality indicator represents the card quality obtainable at the current player level. In this embodiment, the quality indicator can be represented by different colors. As the virtual player's level increases, the quality of cards obtainable at that level increases, or the probability of obtaining high-quality virtual cards increases.
[0167] 1802. In response to the trigger operation of the ability display option, the terminal displays the upgrade option and instruction information, including the correspondence between the level and ability information and the level of the virtual chess player.
[0168] In this embodiment of the application, the terminal detects the trigger operation of the ability display option and can display the upgrade option and instruction information. The instruction information can reflect the level of the virtual chess player and the ability information corresponding to each level, so that the level of the virtual chess player can be improved through the upgrade option, and the ability information corresponding to each level can also be obtained.
[0169] Upgrade options can be represented in any form, such as as buttons or sliders.
[0170] In one possible implementation, the virtual player's level in the instruction information includes the levels the virtual player can reach. Among the achievable levels, the levels the virtual player has already reached are highlighted, while those not yet reached are hidden. Furthermore, the ability information corresponding to the levels already reached is highlighted, while the ability information corresponding to the levels not yet reached is hidden. In this embodiment, the instruction information reflects both the levels the virtual player has reached and those not yet reached. It can replace the ability information corresponding to the reached levels, but cannot replace the ability information corresponding to the unreached levels. Therefore, the instruction information also reflects which ability information can currently be replaced for the virtual player, enriching the displayed content, providing assistance to the user, and ensuring display effectiveness. For example, if the instruction information indicates that the virtual player can reach level 6, and the current level reached is 3, then levels 1 / 2 / 3 are highlighted, and the corresponding ability information is also highlighted, while levels 4 / 5 / 6 are hidden, and the corresponding ability information is also hidden.
[0171] In one possible implementation, the upgrade options display a third energy value, which is the energy required for the virtual player to upgrade from its current level to the next level. This third energy value can be any value. For example, if the virtual player's level is 3 and the third energy value in the upgrade options is 12, it means that 12 energy points are required to upgrade the virtual player to level 4.
[0172] 1803. In response to the triggering operation of the upgrade option, the terminal upgrades the virtual chess player's level to the first level, and the energy value corresponding to the displayed ability information is reduced from the first energy value to the second energy value. The ability information indicates the ability corresponding to the first level, and the energy value corresponding to the ability information is the energy value consumed to replace the ability information.
[0173] In this embodiment, before triggering the upgrade option, the virtual player's level is the level above the first level. In response to the upgrade option trigger, the terminal controls the virtual player's level to be upgraded to the first level and displays that the energy value corresponding to the ability information has decreased from the first energy value to the second energy value, so as to promptly show the reduction in the energy value required to replace the ability information corresponding to the first level. The upgrade option trigger operation can be a click operation or a long press operation, etc. Triggering the upgrade option is equivalent to a level-up operation, used to upgrade the virtual player's level to the first level.
[0174] In one possible implementation, in response to triggering the upgrade option, the terminal first raises the virtual player's level to the first level, and then reduces the energy value corresponding to the displayed ability information from the first energy value to the second energy value. Alternatively, in response to triggering the upgrade option, the terminal simultaneously raises the virtual player's level to the first level and reduces the energy value corresponding to the displayed ability information from the first energy value to the second energy value.
[0175] In one possible implementation, step 1803 includes: in response to triggering the upgrade option, the terminal reduces the virtual player's energy value by a third energy value, raises the virtual player's level to the first level, and displays the energy value corresponding to the ability information as reduced from the first energy value to the second energy value. In this embodiment, upgrading the virtual player requires energy, and the third energy value is the energy required for the virtual player to upgrade from its current level to the first level. Therefore, when the user triggers the upgrade option through the terminal, the virtual player's energy value decreases by the third energy value, the virtual player's level is raised to the first level, and the energy value corresponding to the ability information is reduced from the first energy value to the second energy value.
[0176] It should be noted that the embodiments of this application are illustrated by taking the improvement of the virtual chess player's level through the ability display option as an example. In another embodiment, it is not necessary to perform the above steps 1802-1803. Instead, other methods are adopted to implement the step of reducing the energy value corresponding to the displayed ability information from the first energy value to the second energy value in response to the level improvement operation.
[0177] 1804. In response to the substitution operation of the ability information, the terminal reduces the energy value of the virtual chess player by a second energy value and binds the ability information indicated by the ability information to the virtual chess player.
[0178] Step 1804 is the same as steps 1603 and 1703 above, and will not be repeated here.
[0179] In the solution provided in this application embodiment, during a turn-based chess game, when the virtual chess player reaches a certain level, the energy consumed to replace the ability information corresponding to that level decreases. This allows users to consider the impact of the virtual chess player's level on replacing ability information during the game. It not only encourages users to consider energy consumption when replacing ability information corresponding to the current level of the virtual chess player, but also to rationally plan appropriate upgrades for the virtual chess player based on energy consumption. Therefore, the solution in this application embodiment increases the user's decision-making space regarding the virtual chess player, thereby enhancing the virtual chess player's participation in the game, improving the interactive effect of the virtual chess player, and further enhancing the strategic aspect of turn-based chess games, thus improving the user's gaming experience.
[0180] Furthermore, upon detecting a trigger on the ability display option, the terminal displays upgrade options and instructions, reflecting the virtual player's level and the corresponding ability information for each level. This allows players to clearly understand the game's progression path, eliminating the need to navigate through complex rules and data. Players can accurately pinpoint their current stage and next development direction, significantly reducing the probability of misoperations due to unclear information, making the game flow smoother, and improving the efficiency of human-computer interaction. In this case, upgrading the virtual player's level via the upgrade option and displaying the energy value corresponding to the ability information decreasing from the first energy value to the second energy value ensures timely display of the reduction in energy value required to replace the ability information corresponding to the first level, effectively showing the change in the energy value corresponding to the ability information and guaranteeing a clear display effect.
[0181] Based on the embodiments shown in Figures 16 to 18 above, in the embodiments of this application, when the energy value corresponding to the capability information is reduced from the first energy value to the second energy value, the energy value corresponding to the subsequent capability information will be restored to the first energy value. That is, the energy value restoration process corresponding to the capability information includes the following three methods.
[0182] The first method: When the terminal responds to the virtual chess player being promoted from the first level to the second level, the energy value corresponding to the displayed ability information is restored from the second energy value to the first energy value.
[0183] In this embodiment, the second level is higher than the first level. If the virtual chess player is upgraded from the first level to the second level, the energy value consumed to replace the ability information corresponding to the first level is restored from the second energy value to the first energy value. This means that replacing the ability information corresponding to the first level again requires consuming the first energy value. As a result, the user needs to combine the level of the virtual chess player to replace the ability information of the virtual chess player, which enriches the strategy, enhances the fun of the game, and thus improves the user experience.
[0184] The second level is the next level after the first level. For example, if the first level is level 3, the second level is level 4.
[0185] In one possible implementation, the first approach includes: when the virtual chess player is at the first level, in response to a level-up operation on the virtual chess player, controlling the virtual chess player's level to be increased to the second level, and restoring the energy value corresponding to the displayed ability information from the second energy value to the first energy value. In this embodiment, the level-up operation on the virtual chess player when it is at the first level is the operation of increasing the virtual chess player's level from the first level to the second level.
[0186] The second method: When the number of rounds in which the virtual chess player is at the first level reaches the first threshold, the terminal responds by restoring the energy value corresponding to the displayed ability information from the second energy value to the first energy value.
[0187] In this embodiment of the application, a game consists of multiple rounds. When the virtual player is at the first level, the virtual player can maintain the first level for multiple rounds. If the number of rounds the virtual player is at the first level reaches a first threshold, it means that the virtual player has been at the first level for too long. In this case, there is no need to reduce the energy value consumed by the ability information corresponding to the first level. Therefore, the energy value corresponding to the ability information corresponding to the first level is restored to the first energy value to avoid the game imbalance caused by reducing the energy value corresponding to the ability information for a long time, thus ensuring the fairness of the game.
[0188] The number of rounds refers to the number of rounds the virtual player has played to reach the first level. The first threshold can be any value, such as 5 or 6. For example, if the virtual player advances to the first level on the third round, with a first threshold of 3, then on the sixth round, the energy value corresponding to the ability information will revert from the second energy value to the first energy value.
[0189] In one possible implementation, the method further includes: the energy value corresponding to the terminal display capability information increases with the number of rounds. Specifically, as the energy value corresponding to the capability information increases with the number of rounds at the first level, the energy value corresponding to the capability information remains lower than the first energy value until the number of rounds at the first level reaches a first threshold, at which point the energy value corresponding to the capability information increases to the first energy value. That is, the energy value corresponding to the capability information starts from the second energy value and gradually increases to the first energy value as the number of rounds at the first level increases, thus gradually returning from the second energy value to the first energy value. In this embodiment, when the virtual chess player upgrades to the first level, the energy value corresponding to the ability information of the first level decreases to the second energy value. As the number of rounds the virtual chess player spends at the first level increases, the energy value corresponding to the energy information gradually recovers from the second energy value to the first energy value. This encourages users to pay attention to the energy value corresponding to the ability information in a timely manner, so as to prompt users to replace the ability information of the virtual chess player in a timely manner. This avoids the situation where the energy value corresponding to the ability information decreases for a long time, which would lead to game imbalance. This ensures the fairness of the game and also encourages users to replace the ability information of the virtual chess player in combination with the progress of the game, thereby improving the strategic nature of the game and thus improving the user experience.
[0190] Optionally, the terminal determines the difference between the first ability value and the second energy value, and determines the ratio of the difference to the first threshold as the unit energy value. Starting from the round when the virtual chess player's level is upgraded to the first level, the energy value corresponding to the ability information increases by the unit energy value after each round. When the number of rounds in which the virtual chess player is at the first level reaches the first threshold, the energy value corresponding to the ability information is restored to the first energy value.
[0191] The third method: When the terminal responds to the virtual chess player being promoted from the first level to the second level, the energy value corresponding to the unreplaced ability information is restored from the second energy value to the first energy value.
[0192] The ability information includes multiple types. In response to a virtual player reaching the first level, the energy value corresponding to each ability type is reduced from the first energy value to the second energy value. In response to a substitution operation on any ability type, the virtual player's energy value is reduced by the second energy value, thus binding the ability indicated by that substitution to the virtual player. When the virtual player advances from the first level to the second level, the energy value corresponding to the unsubstituted ability information among the multiple ability types is restored from the second energy value to the first energy value. In other words, unsubstituted ability information refers to the ability information among the multiple ability types that has not undergone a substitution operation.
[0193] In this embodiment, the ability information corresponding to the first level includes multiple types. Users can replace one or more types of ability information for the virtual chess player. When the virtual chess player upgrades to the second level, only the energy value corresponding to the unreplaced ability information is restored, and the energy value corresponding to the replaced ability information is no longer restored. This encourages players to deeply understand the advantages and disadvantages of each ability information and its suitable scenarios, plan ahead for the virtual chess player's growth path, enrich the game's strategic aspects, and thus improve the user experience.
[0194] Based on the embodiment shown in Figure 16 above, this embodiment of the application first displays detailed information when the virtual chess player replaces ability information, so that the user can know the details of the ability information. The specific process is detailed in the following embodiment. Figure 19 is a flowchart of a game interface display method provided by this embodiment of the application. Taking the method executed by a terminal as an example, as shown in Figure 19, the method includes:
[0195] 1901. The terminal displays the game interface of a turn-based chess game. The game interface displays a virtual chessboard and virtual chess players. The virtual chess players are used to place virtual chess pieces on the virtual chessboard. The virtual chess players' virtual chess pieces are used to interact with the virtual chess pieces of other virtual chess players on the virtual chessboard.
[0196] 1902. When the virtual chess player reaches the first level, the terminal responds by reducing the energy value corresponding to the displayed ability information from the first energy value to the second energy value. The ability information indicates the ability corresponding to the first level, and the energy value corresponding to the ability information is the energy value consumed to replace the ability information.
[0197] Steps 1901-1902 are the same as steps 1601-1602 above, and will not be repeated here.
[0198] 1903. In response to the trigger operation on the capability information, the terminal displays the details of the capability information and replacement options, including the energy value corresponding to the capability information.
[0199] In this embodiment, considering that the displayed capability information contains limited content and cannot accurately describe the capability indicated by the capability information, in response to the triggering operation of the capability information, the detailed information of the capability information and the replacement options are displayed first, so that the user can understand the details of the capability indicated by the capability information, and then choose whether to replace the capability information for the virtual chess player, so as to facilitate the user's operation and improve the user experience. The detailed information of the capability information is used to introduce the capability indicated by the capability information. The triggering operation of the capability information can be any type of operation, such as a click operation or a long press operation. The replacement options are used to replace the capability information, and the replacement options can be any type of option, such as a button.
[0200] 1904. In response to the triggering operation of the substitution option, the terminal reduces the virtual chess player's energy value by a second energy value and binds the ability information indication to the virtual chess player.
[0201] In the embodiments of this application, the triggering operation of the replacement option is equivalent to the replacement operation of the capability information.
[0202] It should be noted that the embodiment of this application is illustrated by showing the details information first when replacing the ability information of the virtual chess player. However, in another embodiment, steps 1903-1904 do not need to be executed. Instead, other methods are adopted. In response to the replacement operation of the ability information, the energy value of the virtual chess player is reduced by a second energy value, and the ability indicated by the ability information is bound to the virtual chess player.
[0203] In the solution provided in this application embodiment, during a turn-based chess game, when the virtual chess player reaches a certain level, the energy consumed to replace the ability information corresponding to that level decreases. This allows users to consider the impact of the virtual chess player's level on replacing ability information during the game. It not only encourages users to consider energy consumption when replacing ability information corresponding to the current level of the virtual chess player, but also to rationally plan appropriate upgrades for the virtual chess player based on energy consumption. Therefore, the solution in this application embodiment increases the user's decision-making space regarding the virtual chess player, thereby enhancing the virtual chess player's participation in the game, improving the interactive effect of the virtual chess player, and further enhancing the strategic aspect of turn-based chess games, thus improving the user's gaming experience.
[0204] Based on the embodiment shown in Figure 16 above, the ability information in this embodiment corresponds to a number of permutations. The number of permutations increases when the virtual player is at the first level, as detailed in the following embodiments. Figure 20 is a flowchart of a game interface display method provided by an embodiment of this application. Taking execution by a terminal as an example, as shown in Figure 20, the method includes:
[0205] 2001. The terminal displays the game interface of a turn-based chess game. The game interface displays a virtual chessboard and virtual chess players. The virtual chess players are used to place virtual chess pieces on the virtual chessboard. The virtual chess players' virtual chess pieces are used to interact with the virtual chess pieces of other virtual chess players on the virtual chessboard.
[0206] Step 2001 is the same as step 1601 above, and will not be repeated here.
[0207] 2002. When the virtual chess player reaches the first level, the terminal responds by reducing the energy value corresponding to the displayed ability information from the first energy value to the second energy value, increasing the allowed number of replacements for the displayed ability information from the first number to the second number, indicating the ability corresponding to the first level, and the energy value corresponding to the ability information is the energy value consumed by replacing the ability information.
[0208] In this embodiment, the ability information corresponds to a number of allowed replacements, which represents the number of times the ability information can be replaced. When the virtual player is at the first level, not only does the energy required to replace the ability information corresponding to the first level decrease from the first energy value to the second energy value, but the number of allowed replacements also increases. This allows users to decide how to replace the ability information based on the energy required and the number of allowed replacements, encouraging users to replace the virtual player's ability information when the virtual player is at the first level to improve its game performance, enriching game strategies and thus enhancing the game experience.
[0209] Optionally, each level may include one or more types of ability information, and each type of ability information may be permuted once or multiple times. The allowed number of permutations refers to the number of times a permutation operation is allowed among multiple types of ability information. For example, if each type of ability information is allowed to be permuted once, then the allowed number of permutations can be understood as the maximum number of ability information that can be permuted during a game.
[0210] Optionally, each level corresponds to one or more types of ability information. Each type of ability information can be replaced once or multiple times, and each type of ability information has its own allowed replacement count. The allowed replacement count for a certain ability information refers to the number of times that ability information can be replaced. Specifically, in response to the virtual player reaching the first level, the terminal displays that the energy value corresponding to each type of ability information decreases from the first energy value to the second energy value, and displays that the allowed replacement count for each type of ability information increases from the first count to the second count. The allowed replacement count for ability information can be any number of times; for example, the allowed replacement count for ability information can be 3 times or 2 times. The first count represents the number of times the virtual player can replace ability information when not at the first level, while the second count represents the number of times the virtual player can replace ability information when at the first level. The first count is any value, and the second count is any value greater than the first count; for example, the first count is 1, and the second count is 3.
[0211] In this embodiment, if the same ability information is replaced multiple times for a virtual chess player, it is equivalent to replacing the virtual chess player with multiple identical ability information, thus binding the virtual chess player to the abilities indicated by multiple identical ability information. The abilities indicated by multiple identical ability information can be stacked. For example, if the ability information indicates that the virtual chess player can issue one additional virtual card, then if the virtual chess player replaces this ability information multiple times, multiple additional virtual cards will be issued to the virtual chess player. As another example, if the ability information indicates that the virtual chess piece's attributes are improved, then if the virtual chess player replaces this ability information multiple times, the virtual chess piece's attributes will be improved multiple times.
[0212] In one possible implementation, the process of increasing the allowed number of substitutions includes: in response to a level-up operation, the terminal increases the allowed number of substitutions for the displayed ability information from the first number to the second number. The level-up operation is used to raise the virtual chess player's level to the first level. In this embodiment, the user can trigger a level-up operation for the virtual chess player through the terminal. When the level-up operation instructs the virtual chess player to be raised to the first level, the virtual chess player's level will be raised to the first level, and the allowed number of substitutions for the displayed ability information will increase from the first number to the second number. This ensures that after the virtual chess player is raised to the first level, the change in the allowed number of substitutions corresponding to the ability information corresponding to the first level can be displayed in a timely manner, achieving a strong reminder effect of the change in the allowed number of substitutions. It also prompts the user to promptly substitute the ability information corresponding to the current level for the virtual chess player, ensuring the interactive effect. For example, in response to a level-up operation, the terminal reduces the energy value corresponding to the displayed ability information from the first energy value to the second energy value, and the allowed number of substitutions for the displayed ability information increases from the first number to the second number. Optionally, in response to the level upgrade operation, the terminal upgrades the virtual chess player's level to the first level, reduces the energy value corresponding to the displayed ability information from the first energy value to the second energy value, and increases the allowed number of replacements for the displayed ability information from the first number to the second number.
[0213] In one possible implementation, the process that allows for an increase in the number of permutations includes the following two items.
[0214] The first aspect: In response to the level-up operation, the terminal determines a second number based on the virtual pieces owned by the virtual player, increasing the allowed number of substitutions for displayed ability information from the first number to the second number. The level-up operation is used to upgrade the virtual player's level to the first level. In this embodiment, the virtual pieces owned by the virtual player affect the increase in the allowed number of substitutions for ability information corresponding to the current level. Therefore, a second number is determined based on the virtual pieces owned by the virtual player to increase the allowed number of substitutions for displayed ability information from the first number to the second number. This ensures that the displayed second number matches the virtual pieces owned by the virtual player, guaranteeing the accuracy of the second number. It also encourages the user to adjust the virtual pieces owned by the virtual player to influence the ability values required for substitution, thus improving the interactive effect.
[0215] It should be noted that the process by which the terminal determines the second number based on the virtual pieces owned by the virtual player is the same as the process described above for determining the second energy value based on the virtual pieces owned by the virtual player, and will not be repeated here.
[0216] The second item: In response to the level upgrade operation, the terminal determines the second number based on the ability information that the virtual player has already replaced, and the number of allowed replacements for the displayed ability information is increased from the first number to the second number.
[0217] In this embodiment, the ability information that the virtual chess player has replaced will affect the increase of the allowed number of replacements of the ability information corresponding to the current level. Therefore, based on the replaced ability information, a second number is determined so that the allowed number of replacements corresponding to the energy information is increased from the first number to the second number. This ensures that the displayed second number matches the replaced ability information, guarantees the accuracy of the second number, and also encourages users to replace the ability information of the virtual chess player, thereby affecting the ability value required for the replaceable ability information and improving the interactive effect.
[0218] It should be noted that the embodiment of this application is illustrated by increasing the allowed number of permutations of ability information when the virtual chess player is at the first energy level. In another embodiment, step 2002 does not need to be executed. Instead, other methods are adopted, and when the virtual chess player is at the first level, the energy value corresponding to the displayed ability information is reduced from the first energy value to the second energy value.
[0219] 2003. In response to the replacement operation of capability information, if the number of times the virtual chess player has replaced capability information has not reached the second count, the terminal reduces the energy value of the virtual chess player by the second energy value and binds the capability information indicated by the capability information to the virtual chess player.
[0220] In this embodiment, the allowed number of substitutions corresponding to the ability information is the maximum number of times the virtual player is allowed to substitute the ability information. The ability information can only be substituted for the virtual player if the number of substitutions has not reached the second number. Therefore, the accuracy and fairness of substituted ability information for the virtual player are improved.
[0221] It should be noted that the embodiments of this application are illustrated by the example that the ability of the virtual chess player can be bound to the ability information indicator only when the number of times the virtual chess player replaces the ability information has not reached the second number. In another embodiment, it is not necessary to perform the above step 2003. Instead, other methods are adopted to realize the step of controlling the energy value of the virtual chess player to decrease the second energy value in response to the replacement operation of the ability information, and binding the ability of the ability information indicator to the virtual chess player.
[0222] In the solution provided in this application embodiment, during a turn-based chess game, when the virtual chess player reaches a certain level, the energy consumed to replace the ability information corresponding to that level decreases. This allows users to consider the impact of the virtual chess player's level on replacing ability information during the game. It not only encourages users to consider energy consumption when replacing ability information corresponding to the current level of the virtual chess player, but also to rationally plan appropriate upgrades for the virtual chess player based on energy consumption. Therefore, the solution in this application embodiment increases the user's decision-making space regarding the virtual chess player, thereby enhancing the virtual chess player's participation in the game, improving the interactive effect of the virtual chess player, and further enhancing the strategic aspect of turn-based chess games, thus improving the user's gaming experience.
[0223] Based on the embodiment shown in Figure 20 above, in this embodiment of the application, when the allowed number of permutations of capability information increases from the first number to the second number, the allowed number of permutations of subsequent capability information will be restored to the first number. That is, the restoration process of the allowed number of permutations of capability information includes the following three methods.
[0224] The first method: In response to the virtual chess player being promoted from the first level to the second level, the terminal displays the allowed number of permutations of the ability information, which is restored from the second number to the first number.
[0225] In this embodiment, the second level is higher than the first level. If the virtual chess player is promoted from the first level to the second level, the allowed number of replacements of the ability information corresponding to the first level is restored from the second number to the first number. This allows the virtual chess player to replace the ability information of the first number. This requires the user to combine the level of the virtual chess player to replace the ability information of the virtual chess player, which enriches the strategy, enhances the fun of the game, and improves the user experience.
[0226] The process by which the terminal responds to the virtual chess player's upgrade from level one to level two, and the number of allowed replacements for the displayed ability information is restored from the second number to the first number, is the same as the process described above where the terminal responds to the virtual chess player's upgrade from level one to level two, and the energy value corresponding to the displayed ability information is restored from the second energy value to the first energy value. Therefore, it will not be described again here.
[0227] The second method: When the number of rounds in which the virtual player is at the first level reaches the second threshold, the terminal responds by restoring the allowed number of permutations of the displayed ability information from the second number to the first number.
[0228] In this embodiment of the application, a game has multiple rounds. When the virtual player is at the first level, the virtual player can maintain the first level for multiple rounds. If the number of rounds the virtual player is at the first level reaches a threshold, it means that the virtual player has been at the first level for too long. Therefore, it is not necessary to increase the allowed number of substitutions for the ability information corresponding to the first level. Thus, the allowed number of substitutions corresponding to the ability information corresponding to the first level is restored to the first number to avoid the game imbalance caused by increasing the allowed number of substitutions for ability information for a long time, and to ensure the fairness of the game.
[0229] The number of rounds refers to the number of rounds the virtual player has completed to reach the first level. The second threshold is any value, such as 5 or 6. Optionally, this second threshold may be equal to or different from the first threshold mentioned above.
[0230] In one possible implementation, the method further includes: the allowed number of permutations corresponding to the terminal's display capability information decreases as the number of rounds increases. The process by which the terminal, in response to the virtual player's number of rounds at the first level reaching a second threshold, restores the allowed number of permutations of the displayed capability information from the second number to the first number is analogous to the process described above where the terminal, in response to the virtual player's number of rounds at the first level reaching a first threshold, restores the energy value corresponding to the displayed capability information from the second energy value to the first energy value, and will not be elaborated further here.
[0231] The third method: When the terminal responds to the virtual chess player being promoted from the first level to the second level, the number of allowed substitutions for the unsubstituted ability information displayed is restored from the second number to the first number.
[0232] In this embodiment, the ability information corresponding to the first level includes multiple types. Users can replace one or more types of ability information for the virtual chess player. When the virtual chess player upgrades to the second level, only the allowed replacement counts for the unreplaced ability information are restored, and the allowed replacement counts for the replaced ability information are not restored. This encourages players to deeply understand the advantages and disadvantages of each ability information and its suitable scenarios, allowing them to plan the growth path of the virtual chess player in advance, enriching the game's strategic depth, and thus improving the user experience.
[0233] It should be noted that the three ways to allow replacement of recovery ability information are the same as the three ways to obtain the energy value corresponding to the recovery ability information mentioned above, and will not be repeated here.
[0234] Based on the above-described embodiment, the game interface is shown in Figure 21. In Figure (1) of Figure 21, the game interface displays a virtual chessboard, chess pieces located on the virtual chessboard, virtual cards owned by the virtual chess player, and an ability display option 2101. The user clicks on the energy display option 2101 through the terminal, and the game interface is shown in Figure (2) of Figure 21.
[0235] Taking talent as an example, Figure (2) in Figure 21 shows multiple levels of the virtual chess player, the talents corresponding to each level, and upgrade option 2102. In Figure (2) in Figure 21, there are a total of 6 levels of the virtual chess player. The current level of the virtual chess player is 4, which means that levels 1 / 2 / 3 / 4 are the levels that the virtual chess player has reached. Levels 1 / 2 / 3 / 4 are highlighted, and the talents corresponding to the levels that have been reached are in an unlocked state. The talents in an unlocked state are highlighted. The levels that the virtual chess player has not reached are 5 / 6. Levels 5 / 6 are dark, and the talents corresponding to the levels that have not been reached are in an unlocked state. The talents in an unlocked state are dark. At this time, the upgrade option 2102 shows that the energy value required for the virtual chess player to upgrade to level 5 is 12. In addition, the energy value required to replace the talent corresponding to level 4 is reduced. That is, the energy value corresponding to talent 4 is reduced from 8 to 4, and the energy value corresponding to talent 5 is reduced from 16 to 8. Taking the user clicking on Talent 5 via the terminal as an example, in Figure (2) of Figure 21, the game interface also displays detailed information about Talent 5 and the replacement option 2103. The 8 displayed in the replacement option 2103 is the energy value required to replace Talent 5, and the detailed information is used to describe Talent 5. Based on Figure 21, the user can replace Talent 5 for the virtual chess player by clicking the replacement option 2103. Based on Figure 21, if the user clicks the upgrade option 2102 via the terminal, the virtual chess player's level is upgraded to 5, and the energy value required for the talent corresponding to level 4 will be restored to its original value, that is, the energy value corresponding to Talent 4 will be restored to 8, and the energy value corresponding to Talent 5 will be restored to 16.
[0236] Based on the embodiments shown above, this application also provides a flowchart of a method for displaying a game interface, as shown in Figure 22. The method includes:
[0237] 2201. During the game, when entering the preparation phase of any round, determine whether the player is upgrading the virtual player's level. If "no", no relevant prompt will be displayed; if "yes", the virtual player will upgrade by 1 level and a prompt message indicating the virtual player's level has been upgraded will be displayed.
[0238] 2202. When the virtual chess player's level increases, determine whether there are any new talents that can be replaced and unlocked. If "no", no relevant prompts will be displayed. If "yes", proceed to step 2203.
[0239] 2203. Determine if the energy value corresponding to the newly added talent after unlocking has decreased. If "No", the energy value corresponding to the newly added talent after unlocking will remain at the original value. If "Yes", proceed to step 2204.
[0240] 2204. After unlocking, the energy value corresponding to the newly added talent is reduced to a discounted energy value. If the player replaces the player with the newly added talent after unlocking, a prompt message indicating that the replacement has been displayed. If the player does not replace the player with the newly added talent after unlocking, but upgrades the virtual player, proceed to step 2205.
[0241] 2205. Restore the energy value corresponding to the newly added talent unlocked in step 2204 from the discounted energy value to the original energy value, and determine whether there is a replacement new talent to unlock at the new level. Repeat steps 2202 to 2205 above.
[0242] Based on the embodiments shown above, this application also provides a flowchart of a method for displaying a game interface. The game client in the terminal includes a presentation layer and a logic layer, as shown in Figure 23. The method includes:
[0243] 2301. Users can upgrade the level of virtual chess players through the terminal.
[0244] 2302. The terminal sends talent unlocking information to the logic layer through the presentation layer of the game client.
[0245] 2303. The terminal obtains the discount information of the newly added talent after unlocking through the logic layer of the game client, and sends the discount information of the newly added talent after unlocking to the presentation layer.
[0246] 2304. The terminal displays discount information for newly added talents after unlocking through the presentation layer for users to view.
[0247] 2305. The user determines whether the new talent is to be unlocked after replacing the virtual chess player. If the user wants to replace the new talent, the operation of replacing the new talent is triggered.
[0248] 2306. In response to the operation of unlocking new talents for virtual chess players through the presentation layer, the terminal sends a replacement notification to the logic layer. The replacement notification indicates that new talents have been added after the virtual chess players have been unlocked through replacement.
[0249] 2307. The terminal, through the logic layer, responds to the substitution notification, issues the substitution talent to the virtual chess player, and sends a success notification to the presentation layer. The success notification indicates that the new talent has been successfully added and unlocked for the virtual chess player.
[0250] 2308. The terminal displays a success notification through the presentation layer so that users can know that they have successfully replaced the talent for the virtual chess player by viewing the success notification.
[0251] In the solution provided in this application embodiment, since the energy required to replace the corresponding ability information at a certain level of the virtual chess player is reduced, players can choose to stay at a certain level instead of mindlessly upgrading technology. This gives players more room for thought, allowing them to consider the relationship between upgrading the virtual chess player and replacing its abilities, based on energy consumption. This allows players to pay attention to newly unlocked and replaceable abilities while leveling up the virtual chess player, thus considering the game's strategy and avoiding mindless upgrades. This enhances the game's strategic depth and increases the attractiveness of ability information to users. Furthermore, since the energy consumed to replace talents corresponding to previous levels is restored after the virtual chess player levels up, players don't need to constantly consider missed abilities, reducing the game's strategic complexity and the scope of information players need to consider. Additionally, the energy value corresponding to ability information fluctuates, adjusting the ability value based on the virtual chess player's level to balance the energy value and enrich the diversity of ability values.
[0252] It should be noted that the above-mentioned multiple optional embodiments can be combined in any way, and this application will not elaborate further on this.
[0253] Figure 24 is a schematic diagram of a game interface display device provided in an embodiment of this application. As shown in Figure 24, the device includes: a display module 2401, used to display the game interface of a turn-based chess game, in which a virtual chessboard and a virtual chess player are displayed. The virtual chess player is used to place virtual chess pieces on the virtual chessboard, and the virtual chess pieces of the virtual chess player are used to interact with the virtual chess pieces of other virtual chess players on the virtual chessboard; the display module 2401 is also used to, in response to the virtual chess player reaching a first level, reduce the energy value corresponding to the ability information from the first energy value to the second energy value. The ability information indicates the ability corresponding to the first level, and the energy value corresponding to the ability information is the energy value consumed by replacing the ability information; a control module 2402, used to, in response to the replacement operation of the ability information, reduce the energy value possessed by the virtual chess player to the second energy value, and bind the ability indicated by the ability information to the virtual chess player.
[0254] In one possible implementation, the display module 2401 is used to display the energy value corresponding to the ability information as decreasing from a first energy value to a second energy value in response to the level-up operation, which is used to upgrade the virtual chess player's level to the first level.
[0255] In another possible implementation, the display module 2401 is used to switch the display capability information from an unlocked state to an unlocked state in response to the level upgrade operation, and the energy value corresponding to the display capability information is reduced from a first energy value to a second energy value.
[0256] In another possible implementation, the display module 2401 is configured to, in response to a level-up operation, determine a second energy value based on the virtual pieces owned by the virtual player, and display the energy value corresponding to the ability information as reduced from the first energy value to the second energy value; or, in response to a level-up operation, determine a second energy value based on the ability information that the virtual player has replaced, and display the energy value corresponding to the ability information as reduced from the first energy value to the second energy value.
[0257] In another possible implementation, the game interface displays an ability display option; the display module 2401 is also used to display an upgrade option and instruction information in response to the triggering operation of the ability display option, the instruction information including the correspondence between level and ability information and the level of the virtual player; the display module 2401 is used to upgrade the virtual player's level to the first level in response to the triggering operation of the upgrade option, and reduce the energy value corresponding to the displayed ability information from the first energy value to the second energy value.
[0258] In another possible implementation, the display module 2401 is further configured to, in response to the virtual player being promoted from the first level to the second level, restore the energy value corresponding to the display ability information from the second energy value to the first energy value; or, in response to the number of rounds the virtual player has played at the first level reaching a first threshold, restore the energy value corresponding to the display ability information from the second energy value to the first energy value.
[0259] In another possible implementation, the display module 2401 is used to display the energy value corresponding to the ability information, which increases as the number of rounds increases.
[0260] In another possible implementation, the capability information includes multiple types; the display module 2401 is also used to, in response to the virtual chess player being promoted from the first level to the second level, display the energy value corresponding to the unreplaced capability information, which is restored from the second energy value to the first energy value.
[0261] In another possible implementation, the control module 2402 is configured to perform at least one of the following: based on ability information, issue at least one virtual card to the virtual player, the virtual card being used to convert into a virtual piece on the virtual chessboard or adjust the state of virtual pieces already placed on the virtual chessboard; based on ability information, improve the attributes of virtual pieces already placed on the virtual chessboard; based on ability information, increase the association between at least two virtual pieces; based on ability information, decrease the energy value corresponding to the virtual card owned by the virtual player, the energy value corresponding to the virtual card being the energy value consumed by the virtual player when using the virtual card; and based on ability information, increase the energy value owned by the virtual player.
[0262] In another possible implementation, the display module 2401 is further configured to, in response to the virtual chess player reaching the first level, increase the allowed number of substitutions of the displayed ability information from the first number to the second number, where the allowed number of substitutions refers to the number of times the ability information can be substituted; the control module 2402 is configured to, in response to the substitution operation of the ability information, reduce the energy value possessed by the virtual chess player by a second energy value if the number of substitutions of the ability information by the virtual chess player has not reached the second number, thereby binding the ability information indicated by the ability information to the virtual chess player.
[0263] In another possible implementation, the display module 2401 is used to increase the number of permutations allowed for displaying ability information from the first number to the second number in response to the rank-up operation, which is used to upgrade the virtual chess player's rank to the first rank.
[0264] In another possible implementation, the display module 2401 is further configured to, in response to the virtual player being promoted from the first level to the second level, restore the allowed number of permutations of the displayed ability information from the second number to the first number; or, in response to the number of rounds in which the virtual player is in the first level reaching the second threshold, restore the allowed number of permutations of the displayed ability information from the second number to the first number.
[0265] In another possible implementation, the display module 2401 is used to, in response to the rank promotion operation, determine a second number based on the virtual pieces owned by the virtual player, and increase the allowed number of permutations of the displayed ability information from the first number to the second number, and the rank promotion operation is used to promote the virtual player's rank to the first rank; or, in response to the rank promotion operation, determine a second number based on the ability information that the virtual player has already permuted, and increase the allowed number of permutations of the displayed ability information from the first number to the second number.
[0266] In another possible implementation, the display module 2401 is also used to display detailed information of the ability information and replacement options in response to a trigger operation on the ability information, the replacement options including the energy value corresponding to the ability information; the control module 2402 is used to reduce the energy value of the virtual chess player by a second energy value in response to a trigger operation on the replacement options, and bind the ability indicated by the ability information to the virtual chess player.
[0267] It should be noted that the game interface display 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 computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the game interface display device and the game interface display 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.
[0268] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to perform the operations performed by the game interface display method of the above embodiments.
[0269] Optionally, the computer device is provided as a terminal. Figure 25 shows a structural block diagram of a terminal 2500 provided in an exemplary embodiment of this application. The terminal 2500 includes a processor 2501 and a memory 2502. The processor 2501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2501 may be implemented in at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The memory 2502 may include one or more computer-readable storage media, which may be non-transitory. The memory 2502 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 non-transitory computer-readable storage media in the memory 2502 is used to store at least one computer program, which is executed by the processor 2501 to implement the game interface display method provided in the method embodiment of this application.
[0270] In some embodiments, the terminal 2500 may also optionally include a peripheral device interface 2503 and at least one peripheral device. The processor 2501, memory 2502, and peripheral device interface 2503 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 2503 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: radio frequency circuitry 2504, display screen 2505, camera assembly 2506, audio circuitry 2507, and power supply 2508.
[0271] Those skilled in the art will understand that the structure shown in FIG25 does not constitute a limitation on the terminal 2500, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0272] Optionally, the computer device is provided as a server. Figure 26 is a schematic diagram of the structure of a server provided in an embodiment of this application. The server 2600 may vary considerably due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 2601 and one or more memories 2602. The memory 2602 stores at least one computer program, which is loaded and executed by the processor 2601 to implement the methods provided in the above-described method embodiments.
[0273] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the operations performed by the game interface display method of the above embodiments.
[0274] This application also provides a computer program product, including a computer program that, when executed by a processor, performs the operations of the game interface display method described above.
[0275] 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.
[0276] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present application should be included within the protection scope of the present application.
Claims
1. A method for displaying a game interface, executed by a computer device, the method comprising: The game interface of a turn-based chess game is displayed. The game interface displays a virtual chessboard and a virtual chess player. The virtual chess player is used to place virtual chess pieces on the virtual chessboard. The virtual chess player's virtual chess pieces are used to interact with the virtual chess pieces of other virtual chess players on the virtual chessboard. In response to the virtual chess player reaching the first level, the energy value corresponding to the displayed ability information is reduced from the first energy value to the second energy value. The ability information indicates the ability corresponding to the first level, and the energy value corresponding to the ability information is the energy value consumed to replace the ability information. In response to the substitution operation on the ability information, the energy value possessed by the virtual chess player is reduced by the second energy value, thereby binding the ability indicated by the ability information to the virtual chess player.
2. The method of claim 1, wherein, The response to the virtual chess player reaching the first level, displaying the energy value corresponding to the ability information as decreasing from the first energy value to the second energy value, includes: In response to the level-up operation, the energy value corresponding to the displayed ability information is reduced from the first energy value to the second energy value. The level-up operation is used to raise the virtual chess player's level to the first level.
3. The method of claim 2, wherein, The step of responding to a level upgrade operation by displaying that the energy value corresponding to the capability information decreases from the first energy value to the second energy value includes: In response to the level upgrade operation, the ability information is switched from an unlocked state to an unlocked state, and the energy value corresponding to the ability information is reduced from the first energy value to the second energy value.
4. The method of any one of claims 2-3, wherein, The step of responding to a level upgrade operation by displaying that the energy value corresponding to the capability information decreases from the first energy value to the second energy value includes: In response to the level upgrade operation, based on the virtual pieces owned by the virtual player, the second energy value is determined, and the energy value corresponding to the ability information is displayed as decreasing from the first energy value to the second energy value; or... In response to the level upgrade operation, based on the ability information that the virtual chess player has replaced, the second energy value is determined, and the energy value corresponding to the ability information is displayed as decreasing from the first energy value to the second energy value.
5. The method according to any one of claims 2 to 4, wherein, The game interface displays the option to show capabilities; Before the energy value corresponding to the capability information decreases from the first energy value to the second energy value in response to the level upgrade operation, the method further includes: In response to a trigger operation on the ability display option, an upgrade option and instruction information are displayed, the instruction information including the correspondence between level and ability information and the level of the virtual chess player; The step of responding to a level upgrade operation by displaying that the energy value corresponding to the capability information decreases from the first energy value to the second energy value includes: In response to the triggering operation of the upgrade option, the virtual chess player's level is increased to the first level, and the energy value corresponding to the displayed ability information is reduced from the first energy value to the second energy value.
6. The method according to any one of claims 1 to 5, wherein, The method further includes: In response to the virtual chess player reaching the first level, displaying the energy value corresponding to the ability information being reduced from the first energy value to a second energy value, the method further includes: In response to the virtual chess player being promoted from the first level to a second level, displaying the energy value corresponding to the ability information being restored from the second energy value to the first energy value; or, 7. The method of claim 6, wherein, In response to the number of rounds in which the virtual chess player is at the first level reaching a first threshold, displaying the energy value corresponding to the ability information being restored from the second energy value to the first energy value. The method further includes:
8. The method according to any one of claims 1 to 7, wherein, Displaying the energy value corresponding to the ability information increasing as the number of rounds increases. The ability information includes multiple types; in response to the replacement operation on the ability information, the energy value possessed by the virtual chess player is reduced by the second energy value, and the virtual chess player is bound to the ability indicated by the ability information, the method further includes:
9. The method according to any one of claims 1 to 8, wherein, In response to the virtual chess player being promoted from the first level to a second level, displaying the energy value corresponding to the ability information being restored from the second energy value to the first energy value. The virtual chess player is bound to the ability indicated by the ability information, including at least one of: Based on the ability information, at least one virtual card is issued to the virtual chess player, and the virtual card is used to convert into a virtual chess piece in the virtual chessboard or adjust the state of a virtual chess piece already placed in the virtual chessboard; Based on the ability information, the attribute of a virtual chess piece already placed in the virtual chessboard is improved; Based on the ability information, the association relationship between at least two virtual chess pieces is increased; Based on the ability information, the energy value corresponding to a virtual card possessed by the virtual chess player is reduced, and the energy value corresponding to the virtual card is the energy value consumed by the virtual chess player using the virtual card; 10. The method according to any one of claims 1 to 9, wherein, Based on the ability information, the energy value possessed by the virtual chess player is improved. The method further includes: In response to the virtual chess player reaching the first level, displaying the number of allowed replacements of the ability information being increased from a first number to a second number, the number of allowed replacements referring to the number of times of replacement of the ability information; The virtual chess player is bound to the ability indicated by the ability information, including: In response to the replacement operation on the ability information, in the case where the number of times of replacement of the ability information by the virtual chess player does not reach the second number, the energy value possessed by the virtual chess player is reduced by the second energy value, and the virtual chess player is bound to the ability indicated by the ability information.
11. The method of claim 10, wherein, The number of allowed replacements of the ability information displayed is increased from a first number to a second number in response to the virtual player reaching the first level, including: The number of allowed replacements of the ability information displayed is increased from the first number to the second number in response to a level-up operation for promoting the level of the virtual player to the first level.
12. The method of any one of claims 10-11, wherein, The method further includes, after the number of allowed replacements of the ability information displayed is increased from the first number to the second number in response to the virtual player reaching the first level: The number of allowed replacements of the ability information displayed is restored from the second number to the first number in response to the virtual player being promoted from the first level to a second level; or The number of allowed replacements of the ability information displayed is restored from the second number to the first number in response to a number of rounds in which the virtual player is at the first level reaching a second threshold.
13. The method according to any one of claims 10 to 12, wherein, The number of allowed replacements of the ability information displayed is increased from a first number to a second number in response to the virtual player reaching the first level, including: The number of allowed replacements of the ability information displayed is increased from the first number to the second number in response to a level-up operation for promoting the level of the virtual player to the first level, the second number being determined based on virtual pieces possessed by the virtual player; or The number of allowed replacements of the ability information displayed is increased from the first number to the second number in response to the level-up operation, the second number being determined based on ability information replaced by the virtual player.
14. The method of any one of claims 1 to 13, wherein, The method further includes, before the energy value possessed by the virtual player is reduced by the second energy value in response to the replacement operation on the ability information and the ability indicated by the ability information is bound to the virtual player: Detail information of the ability information and a replacement option are displayed in response to a trigger operation on the ability information, the replacement option including an energy value corresponding to the ability information. The energy value possessed by the virtual player is reduced by the second energy value in response to the trigger operation on the replacement option, and the ability indicated by the ability information is bound to the virtual player.
15. A device for displaying a game interface, the device comprising: a display module configured to display a game interface of a turn-based board game, the game interface displaying a virtual board and a virtual player, the virtual player being configured to place virtual pieces on the virtual board, the virtual pieces of the virtual player being configured to interact with virtual pieces of other virtual players on the virtual board; The display module is further configured to, in response to the virtual chess player reaching a first level, display an energy value corresponding to the ability information being reduced from a first energy value to a second energy value, the ability information indicating an ability corresponding to the first level, and the energy value corresponding to the ability information being an energy value consumed for replacing the ability information; The control module is configured to, in response to the replacing operation on the ability information, reduce the energy value possessed by the virtual chess player by the second energy value, and bind the virtual chess player with the ability indicated by the ability information.
16. A computer device, comprising a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to implement operations performed by the game interface display method according to any one of claims 1 to 14.
17. A computer readable storage medium, the computer readable storage medium storing at least one computer program, the at least one computer program being loaded and executed by a processor to implement operations performed by the game interface display method according to any one of claims 1 to 14.
18. A computer program product, comprising a computer program, the computer program being executed by a processor to implement operations performed by the game interface display method according to any one of claims 1 to 14.