Turn-based battle display method and apparatus, device, and storage medium

WO2026200380A1PCT designated stage Publication Date: 2026-10-01TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2026/079981
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2025-03-27
Filing Date
2026-02-25
Publication Date
2026-10-01

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Abstract

The present application relates to the technical field of human-computer interaction. Disclosed are a turn-based battle display method and apparatus, a device, and a storage medium. The method comprises: displaying at least one character in a turn-based battle state (201); in response to a spectating operation for a first character among the at least one character, displaying a spectating interface (202), wherein the spectating interface is used for watching a combat process of a turn-based battle executed between the first character with at least one first virtual pet owned thereby, and a second character with at least one second virtual pet owned thereby, the second character is an opponent character of the first character in the turn-based battle, an information viewing entry is displayed on the spectating interface, and the information viewing entry is used for displaying, after being triggered, combat information related to the first character; and on the basis of a triggering operation on the information viewing entry, displaying combat information corresponding to the information viewing entry (203). The method increases the amount of effective combat-related information acquired.
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Description

Display methods, devices, equipment, and storage media for turn-based battles

[0001] This application claims priority to Chinese Patent Application No. 2025103801226, filed on March 27, 2025, entitled “Display Method, Apparatus, Device and Storage Medium for Turn-Based Battles”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of human-computer interaction technology, and in particular to a display method, apparatus, device, and storage medium for turn-based battles. Background Technology

[0003] With the booming development of games, users are increasingly demanding more interactivity and engagement. As a result, spectator mode has emerged and is widely used in various games, aiming to allow users to learn from others' tactics and understand the dynamics of the game.

[0004] In the current game, when a user is engaged in combat, other users who wish to spectate can watch the combat process in real time through the spectator interface.

[0005] However, for the observers, the observation process simply involves watching the real-time combat footage of the observed side, resulting in limited effective combat information being provided to them during the observation process. Summary of the Invention

[0006] This application provides a display method, apparatus, device, and storage medium for turn-based battles. The technical solution provided by this application includes the following aspects.

[0007] According to one aspect of the embodiments of this application, a method for displaying turn-based battles is provided, applied to a spectator's device, the method comprising:

[0008] Displays at least one character in a turn-based battle state; in response to a spectator operation on the first character among the at least one characters, displays a spectator interface, which is used to watch the turn-based battle process between the first character and at least one first virtual pet owned by the first character, and a second character and at least one second virtual pet owned by the second character, the second character being the first character's opponent in the turn-based battle. The spectator interface displays an information viewing entry, which, when triggered, displays battle information related to the first character; based on the trigger operation on the information viewing entry, displays the battle information corresponding to the information viewing entry.

[0009] In one possible implementation, the method further includes: in response to a spectator operation on the first character among the at least one characters, displaying a mode selection control, the mode selection control being used to select whether to display the combat strength information of the first character, the combat strength information of the first character being used to represent relevant information about the combat strength of the first character during combat.

[0010] In one possible implementation, the mode selection control includes an enabled mode control, and the method further includes: displaying the combat strength information of the first character in response to a trigger operation on the enabled mode control.

[0011] In one possible implementation, the combat strength information of the first character includes: at least one virtual pet owned by the first character, the at least one virtual pet including the at least one first virtual pet and an unreleased backup virtual pet; the method further includes: displaying a pet control in response to a spectator operation on the first character among the at least one characters, the pet control including a triggerable state; the step of displaying the combat strength information of the first character in response to a trigger operation on the enabled mode control includes: displaying the pet control in the triggerable state in response to a trigger operation on the enabled mode control; and displaying at least one virtual pet owned by the first character in response to a trigger operation on the pet control in the triggerable state.

[0012] In one possible implementation, the method further includes: in response to a trigger operation on any one of the at least one virtual pets owned by the first character, displaying pet information corresponding to the any one virtual pet.

[0013] In one possible implementation, the pet information corresponding to any virtual pet includes at least one of the following: pet attributes, pet characteristics, and pet skills.

[0014] According to another aspect of the embodiments of this application, a method for displaying turn-based battles is provided, applied to the device of the spectator, the method comprising:

[0015] A first privacy settings interface displays combat information, which is related to combat with a first character during a turn-based battle. The first character is a character controlled by the spectator's device. The turn-based battle is a round-based battle between the first character and at least one first virtual pet owned by the first character, and a second character and at least one second virtual pet owned by the second character. The second character is the first character's opponent in the turn-based battle. In response to the public disclosure operation of combat information of a specified information type set in the first privacy settings interface, the combat information of the specified information type is disclosed to the spectator's device.

[0016] In one possible implementation, the method further includes: a second privacy settings interface for displaying combat strength information, wherein the combat strength information is related to the combat strength of the first character during combat; and in response to a public operation of combat strength information of a specified information type set in the second privacy settings interface, disclosing the combat strength information of the specified information type to the spectators.

[0017] In one possible implementation, the combat strength information includes at least two information types, and the combat strength information of the at least two information types includes the combat strength information of the specified information type; the combat strength information of the specified information type is one or more of the following information types: at least one of the following: at least one virtual pet owned by the first character, pet information corresponding to at least one virtual pet owned by the first character, and virtual skill information owned by the first character; wherein, the at least one virtual pet includes the at least one first virtual pet, and a spare virtual pet not used in the battle process.

[0018] In one possible implementation, the pet information corresponding to any virtual pet includes at least one of the following: pet attributes, pet characteristics, and pet skills.

[0019] In one possible implementation, the method further includes: displaying a spectator permission setting interface, wherein the spectator permission setting interface displays an allow spectator option and a disallow spectator option, and the spectator permission is the permission of the spectator to spectate.

[0020] In one possible implementation, the method further includes: displaying a battle interface, the battle interface displaying a battle scene of a turn-based battle between the first character releasing at least one first virtual pet and the second character releasing at least one second virtual pet, as well as spectator prompt information; wherein, the spectator prompt information is used to prompt the spectator.

[0021] In one possible implementation, the method further includes: displaying information about the spectator in response to a triggering operation of the spectator notification information.

[0022] In one possible implementation, the method further includes: displaying a kick-out notification in response to a triggering operation of the spectator notification; the kick-out notification is used to remove the spectator after being triggered.

[0023] In one possible implementation, the method further includes: displaying a screen showing the removal of the spectator in response to a triggering operation of the kick-out notification.

[0024] According to one aspect of the embodiments of this application, an interactive device based on virtual objects is provided, the device comprising:

[0025] The first display module is used to display at least one character in a turn-based battle.

[0026] The second display module is used to respond to a spectator operation for the first character among the at least one characters and display a spectator interface. The spectator interface is used to watch the turn-based battle process between the first character and at least one first virtual pet owned by the first character, and the second character and at least one second virtual pet owned by the second character. The second character is the opponent of the first character in the turn-based battle. The spectator interface displays an information viewing entry. When the information viewing entry is triggered, it displays battle information related to the first character.

[0027] The third display module is used to display the combat information corresponding to the information viewing entry based on the trigger operation of the information viewing entry.

[0028] In one possible implementation, the number of information viewing entry points is at least two, and different information viewing entry points correspond to different types of combat information; the third display module is used to display combat information of a specified information type corresponding to any of the at least two information viewing entry points based on a trigger operation on any of the information viewing entry points.

[0029] In one possible implementation, the combat information of the specified information type is one or more of the following information types: pet information of the target virtual pet, historical round combat information of the first character, and current skill effect information of the first character; wherein, the target virtual pet is the virtual pet currently released or currently in combat by the first character among the at least one first virtual pet.

[0030] In one possible implementation, any information viewing entry includes a first viewing entry, and the combat information of the specified information type includes the pet information of the target virtual pet; the third display module is used to display the pet information of the target virtual pet corresponding to the first viewing entry based on a trigger operation on the first viewing entry.

[0031] In one possible implementation, any information viewing entry includes a second viewing entry, and the combat information of the specified information type includes the historical round combat information of the first character; the third display module is used to display the historical round combat information of the first character corresponding to the second viewing entry based on the trigger operation of the second viewing entry.

[0032] In one possible implementation, any information viewing entry includes a third viewing entry, and the combat information of the specified information type includes the skill effect information of the current first character; the third display module is used to display the skill effect information of the current first character corresponding to the third viewing entry based on the trigger operation of the third viewing entry.

[0033] In one possible implementation, the third display module is further configured to, in response to a spectator operation on the first character among the at least one characters, display a mode selection control, the mode selection control being configured to select whether to display the combat strength information of the first character, the combat strength information of the first character being configured to represent relevant information about the combat strength of the first character during combat.

[0034] In one possible implementation, the mode selection control includes an enabled mode control, and the third display module is further configured to display the combat strength information of the first character in response to a trigger operation on the enabled mode control.

[0035] In one possible implementation, the combat strength information of the first character includes: at least one virtual pet owned by the first character, the at least one virtual pet including the at least one first virtual pet and an unreleased backup virtual pet; the third display module is further configured to display a pet control in response to a spectator operation on the first character among the at least one characters, the pet control including a triggerable state; the third display module is configured to display the pet control in the triggerable state in response to a trigger operation on the activation mode control; and to display at least one virtual pet owned by the first character in response to a trigger operation on the pet control in the triggerable state.

[0036] In one possible implementation, the third display module is further configured to display pet information corresponding to any virtual pet in response to a trigger operation on any of the at least one virtual pet owned by the first character.

[0037] In one possible implementation, the pet information corresponding to any virtual pet includes at least one of the following: pet attributes, pet characteristics, and pet skills.

[0038] In one possible implementation, the mode selection control includes a mode-off control, and the third display module is further configured to hide the combat strength information of the first character in response to a trigger operation on the mode-off control.

[0039] In one possible implementation, the combat strength information of the first character includes at least one of the following: at least one virtual pet owned by the first character and at least one virtual skill information owned by the first character; wherein, the at least one virtual pet includes at least one released first virtual pet and an unreleased backup virtual pet.

[0040] In one possible implementation, the second display module is further configured to display combat prompt information corresponding to the first character in response to the first character being in a turn-based combat state; the second display module is configured to display the spectator interface in response to a trigger operation on the combat prompt information corresponding to the first character.

[0041] In one possible implementation, the spectator interface includes a turn-based combat environment. The first display module is further configured to display a large-scale world environment, wherein the turn-based combat environment is located at a target location within the large-scale world environment. The third display module is configured to, in response to a spectator operation for a first character among the at least one characters and a selection operation for the target location, switch from the current interface in the large-scale world environment to the turn-based combat environment, and display the spectator interface within the turn-based combat environment. The current interface is the interface corresponding to the environment in which the spectator is currently located within the large-scale world environment.

[0042] According to one aspect of the embodiments of this application, a display device for turn-based battles is provided, the device comprising:

[0043] The display module is used to display the first privacy settings interface for combat information. The combat information is related information about the battle with the first character during the turn-based battle. The first character is the character controlled by the spectator. The turn-based battle is a turn-based battle between the first character and at least one first virtual pet owned by the first character, and a second character and at least one second virtual pet owned by the second character. The second character is the opponent of the first character in the turn-based battle.

[0044] The disclosure module is used to disclose the combat information of the specified information type to the observers in response to the disclosure operation set in the first privacy settings interface for the specified information type.

[0045] In one possible implementation, the combat information includes at least two information types, and the combat information of the at least two information types includes the combat information of the specified information type. The combat information of the specified information type is one or more of the following information types: pet information of the target virtual pet, historical round combat information of the first character, and current skill effect information of the first character; wherein, the target virtual pet is the virtual pet that the first character currently releases or is currently fighting among the at least one first virtual pet.

[0046] In one possible implementation, the combat information of the specified information type includes the pet information of the target virtual pet; the disclosure module is used to disclose the pet information of the target virtual pet to the spectator's device in response to the disclosure operation of the pet information of the target virtual pet set in the privacy settings interface.

[0047] In one possible implementation, the combat information of the specified information type includes the historical round combat information of the first character; the disclosure module is used to disclose the historical round combat information of the first character to the spectator device in response to the disclosure operation of the historical round combat information of the first character set in the privacy settings interface.

[0048] In one possible implementation, the combat information of the specified information type includes the skill effect information of the current first character; the disclosure module is used to disclose the skill effect information of the current first character to the spectator's device in response to the disclosure operation of the skill effect information of the current first character set in the privacy settings interface.

[0049] In one possible implementation, the disclosure module is further configured to display a second privacy settings interface for combat strength information, wherein the combat strength information is related to the combat strength of the first character during combat; in response to the disclosure operation for combat strength information of a specified information type set in the second privacy settings interface, the module discloses the combat strength information of the specified information type to the spectators.

[0050] In one possible implementation, the combat strength information includes at least two information types, and the combat strength information of the at least two information types includes the combat strength information of the specified information type; the combat strength information of the specified information type is one or more of the following information types: at least one of the following: at least one virtual pet owned by the first character, pet information corresponding to at least one virtual pet owned by the first character, and virtual skill information owned by the first character; wherein, the at least one virtual pet includes the at least one first virtual pet, and a spare virtual pet not used in the battle process.

[0051] In one possible implementation, the pet information corresponding to any virtual pet includes at least one of the following: pet attributes, pet characteristics, and pet skills.

[0052] In one possible implementation, the display module is further configured to display a spectator permission setting interface, which displays an "Allow Spectator" option and a "Deny Spectator" option, wherein the spectator permission is the permission of the spectator to spectate.

[0053] In one possible implementation, the display module is further configured to display a battle interface, which displays a turn-based battle scene between the first character releasing at least one first virtual pet and the second character releasing at least one second virtual pet, as well as spectator prompts; wherein the spectator prompts are used to provide information to the spectator.

[0054] In one possible implementation, the display module is further configured to display the information of the spectator in response to the triggering operation of the spectator prompt information.

[0055] In one possible implementation, the display module is further configured to display a kick-out prompt in response to the triggering operation of the spectator prompt information; the kick-out prompt information is used to remove the spectator after being triggered.

[0056] In one possible implementation, the display module is further configured to display a screen showing the removal of the spectator in response to the triggering operation of the kick-out prompt message.

[0057] According to one aspect of the embodiments of this application, a terminal device is provided, the terminal device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-described turn-based battle display method.

[0058] According to one aspect of the embodiments of this application, a computer-readable storage medium or a computer program product is provided, wherein the computer-readable storage medium stores the computer program product, and the computer program product includes at least one computer program, which is loaded and executed by a processor to implement the above-described turn-based battle display method.

[0059] The technical solution provided in this application can bring the following beneficial effects:

[0060] The improved information viewing interface increases the amount of relevant combat information available to spectators during the observation process. By accessing more combat-related information, spectators can learn more about combat techniques and improve their own combat skills. In addition, for novice users, accessing more combat-related information helps them quickly understand the combat mechanics. Therefore, the above solutions can increase the information available to spectators during the observation process, improve the interaction effect, and enhance the efficiency of information acquisition. Attached Figure Description

[0061] Figure 1 is a schematic diagram of the structure of a computer system provided in an embodiment of this application;

[0062] Figure 2 is a flowchart of a turn-based battle display method provided in an embodiment of this application;

[0063] Figure 3 is a schematic diagram of the display of a friend list interface provided in an embodiment of this application;

[0064] Figure 4 is a schematic diagram of the display of the first viewing entry provided in an embodiment of this application;

[0065] Figure 5 is a schematic diagram showing the second viewing entry provided in one embodiment of this application;

[0066] Figure 6 is a schematic diagram showing the third viewing entry provided in one embodiment of this application;

[0067] Figure 7 is a schematic diagram of the display of a mode selection control provided in an embodiment of this application;

[0068] Figure 8 is a schematic diagram showing combat strength information provided in an embodiment of this application;

[0069] Figure 9 is a schematic diagram showing combat strength information provided in an embodiment of this application;

[0070] Figure 10 is a schematic diagram of the display of the close mode control provided in an embodiment of this application;

[0071] Figure 11 is a schematic diagram of the exit spectator interface provided in an embodiment of this application;

[0072] Figure 12 is a schematic diagram showing a switching scene battle provided in an embodiment of this application;

[0073] Figure 13 is a flowchart of a turn-based battle display method provided in an embodiment of this application;

[0074] Figure 14 is a schematic diagram of the spectator permission setting interface provided in an embodiment of this application;

[0075] Figure 15 is a schematic diagram of the display of spectator prompt information provided in an embodiment of this application;

[0076] Figure 16 is a schematic diagram of the display of a kick-out prompt message provided in an embodiment of this application;

[0077] Figure 17 is a block diagram of a turn-based battle display device provided in one embodiment of this application;

[0078] Figure 18 is a block diagram of a turn-based battle display device provided in one embodiment of this application;

[0079] Figure 19 is a schematic diagram of the structure of a server provided in an embodiment of this application;

[0080] Figure 20 is a schematic diagram of the structure of a terminal device provided in one embodiment of this application. Detailed Implementation

[0081] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0082] Figure 1 shows a schematic diagram of a computer system provided in an embodiment of this application. The computer system includes a terminal device 101 and a server 102.

[0083] In one possible implementation, the terminal device 101 is any electronic product capable of human-computer interaction with an interactive object through one or more methods such as a keyboard, touchpad, touch screen, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, handheld portable gaming devices, PPCs (Pocket PCs), tablets, laptops, desktop computers, smart car systems, smart TVs, smart speakers, smartwatches, and in-vehicle terminals, but it is not limited to these.

[0084] Server 102 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. This application embodiment does not limit this. Server 102 communicates directly or indirectly with terminal device 101 via wired or wireless communication methods, which is not limited here. Server 102 has data receiving, data processing, and data sending functions. Of course, server 102 may also have other functions, which are not limited in this application embodiment.

[0085] Terminal device 101 can refer to one of a plurality of terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will know that the number of terminal devices 101 can be more or less. For example, there may be only one terminal device 101, or there may be dozens or hundreds of terminal devices 101, or more. This application embodiment does not limit the number or type of terminal devices 101.

[0086] The turn-based battle display method provided in this application embodiment can be executed by the terminal device 101, the server 102, or interactively by the terminal device 101 and the server 102. This application embodiment does not limit the execution of these methods. In some embodiments, the terminal device 101 can send uplink synchronization data (an information request of a specified information type) to the server 102. The server 102 processes the information request of the specified information type sent by the terminal device 101 using the turn-based battle display method provided in this application embodiment, obtains downlink synchronization data (final information), and sends the final information to the terminal device 101.

[0087] For example, as shown in Figure 1, referring to part A in Figure 1, the friend list interface includes friend A103, friend B104, and friend C105. Friend B104 displays "1 day ago," meaning that friend B104 used a turn-based battle application 1 day ago. Friend B104 is not currently using the turn-based battle application. Friend A103 and friend C105 are both online, proving that friend A103 and friend C105 are currently using the application. The eye icon 106 (battle prompt information) displayed next to friend A103 indicates that friend A103 is in a turn-based battle state.

[0088] In response to the triggering operation of the eye symbol 106, as shown in part B of Figure 1, the spectator interface 107 displays the virtual sprite 108 currently released by the first character among at least one virtual pets, and the sprite avatar 109 corresponding to the virtual sprite 108. Based on the triggering operation of the badge 136 next to the sprite avatar 109, as shown in part C of Figure 1, the sprite information 110 of the virtual sprite 108 corresponding to the sprite avatar 109 is displayed. The sprite information 110 includes: type affinity 111 (the mutual restraint or mutual benefit relationship between different sprite types), for example, the mutual restraint between the five elements (metal, wood, water, fire, earth); a list of skills that increase the damage taken by the virtual sprite 108 112; and a list of skills that decrease the damage taken by the virtual sprite 108 113.

[0089] Referring to part B of Figure 1, in response to a spectator action on the first character among at least one characters, a mode selection control 114 is displayed. The mode selection control 114 includes an on mode control 116 and an off mode control 117. When the slider 115 slides to the on mode control 116, the virtual skill information 118 of the first character is displayed. In response to the triggering action of the triggerable exchange control 119 (pet control), referring to part D of Figure 1, at least one virtual pet 120 of the first character is displayed. In response to a long press on the pet avatar 121 of any of the at least one virtual pets of the first character, the pet information 122 corresponding to the pet avatar 121 of any virtual pet is displayed. The pet information 122 includes: pet attributes 123, pet characteristics 124, and pet skills 125. When the slider 115 slides to the off mode control 117, the combat strength information of the first character is hidden, and at this time the exchange control 119 is in an untriggerable state.

[0090] Referring to part B of Figure 1, the trigger operation for icon 126 is shown. Referring to part E of Figure 1, the historical round battle message 127 of the first character is displayed. The historical round battle message 127 includes the skill 129 released by the first virtual pet 128 released by the first character in the previous round, and the skill 131 released by the second virtual pet 130 released by the second character.

[0091] Referring to part B of Figure 1, the trigger operation of icon 132 is shown in part F of Figure 1, which displays the skill effect information 133 of the current first character. The skill effect information 133 of the current first character includes the first buff effect 134 and the second buff effect 135.

[0092] Those skilled in the art should understand that the terminal device 101 and server 102 described above are merely illustrative examples. Other existing or future terminal devices or servers that are applicable to this application should also be included within the scope of protection of this application, and are hereby incorporated by reference.

[0093] Based on the computer system shown in Figure 1, this application provides a method for displaying turn-based battles. This method can be executed by a computer device, which can be a terminal device or a server; this application does not limit the specific type of computer device. As shown in Figure 2, the turn-based battle display method provided in this application, applied to the spectator's device, can include at least one of the following steps 201 to 203.

[0094] In step 201, at least one character in a turn-based battle state is displayed.

[0095] Turn-based combat can be understood as a state characterized by a combat interaction mechanism. In this state, the combat process is divided into multiple rounds. In each round, the participating parties (usually characters or teams) take turns performing actions in sequence. For example, in a turn-based role-playing game, one party performs actions such as moving, attacking, and using skills first, and then it is the other party's turn to perform the corresponding actions. It should be noted that turn-based combat includes player-versus-player (PVP) combat.

[0096] At least one character in a turn-based battle refers to a virtual character participating in a turn-based combat. These at least one characters are the main players in the turn-based battle, and their attributes, skills, status, etc., directly affect the course of the turn-based battle.

[0097] Optionally, the character form of at least one character includes, but is not limited to, at least one of the following: a virtual character controlled by an interactive object, a non-player-controlled character, a virtual pet, or a summoned character. This application does not limit the character form of at least one character.

[0098] Optionally, displaying at least one character in a turn-based battle state includes: displaying a friend list interface, in which at least one character in a turn-based battle state is displayed.

[0099] The friends list interface can be understood as a centralized display of information about friends made during interactions. The most basic element of the friends list interface is the friend's identifier, such as their custom or default avatar. In addition, there are small icons related to the friend's status, such as icons indicating online, offline, or busy status.

[0100] Optionally, the layout of the friend list interface may include, but is not limited to: a list arrangement that lists the information of each friend one by one; or a group arrangement, such as categorizing friends according to their closeness (e.g., close friends group, ordinary friends group) or according to social circles in turn-based battles (e.g., guild members group, team members group).

[0101] The display methods for at least one character in a turn-based battle state include: using color markers to display characters in a turn-based battle state, for example, marking the name or avatar of a friend currently in a turn-based battle state with a color, such as red indicating that the turn-based battle state is in progress and yellow indicating that the turn-based battle state is about to end; or, displaying at least one character in a turn-based battle state dynamically by showing their avatar or name, for example, by flashing or jumping; or, displaying at least one character in a turn-based battle state in a layered manner with characters not in a turn-based battle state, for example, setting up a "In Turn-Based Battle State" layer in the friend list interface, and displaying at least one character currently in a turn-based battle state in this layer, which can be placed at the top of the friend list or displayed in other prominent ways, such as using different background colors or borders; or, displaying combat prompt information for at least one character in a turn-based battle state, which is used to indicate that the character is in a turn-based battle state.

[0102] Combat prompts are used to quickly distinguish between at least one character who is online and engaged in turn-based combat, and characters who are online but not engaged in turn-based combat. Optionally, the display methods for combat prompts include, but are not limited to: text format, such as displaying a text description directly next to the character engaged in turn-based combat, such as "In Combat" or "Currently in Turn-Based Combat"; or icon format, such as displaying combat prompts using an eye icon; or color-coding combat prompts, such as turning the name of a character currently in combat red, while it is white in normal conditions.

[0103] For example, referring to the display diagram of the friend list interface shown in Figure 3, friend A301, friend B302, and friend C303 are included. Friend B302 shows "1 day ago", meaning that friend B302 used the turn-based battle application 1 day ago. Friend B302 is not currently using the turn-based battle application, while friends A301 and C303 are both online, which proves that friends A301 and C303 are currently using the application. The eye symbol 304 (battle prompt information) displayed next to friend A301 indicates that friend A301 is in a turn-based battle.

[0104] In step 202, in response to the spectating operation for the first character among at least one character, a spectating interface is displayed. The spectating interface is used to watch the turn-based battle between the first character and at least one first virtual pet owned by the first character, and the second character and at least one second virtual pet owned by the second character. The second character is the opponent of the first character in the turn-based battle. The spectating interface displays an information viewing entry, which is used to display battle information related to the first character after being triggered.

[0105] The spectator action refers to an action performed by other users who intend to spectate when a user is engaged in combat. The purpose of this action is to trigger the viewing of the combat process of the user who is currently engaged in combat.

[0106] Optionally, the spectator operation can be performed via a menu selection method. For example, a "Spectate" control or menu entry can be displayed on the spectator's interface. In response to the triggering of the "Spectate" control, a list of matches in turn-based combat can be displayed, and the spectator can select the first character in the match list to spectate. Alternatively, in response to the triggering of the combat prompt information corresponding to the first character, the spectator interface can be displayed. For example, when the spectator sees other characters preparing for combat or already in combat, they can directly click on the combat prompt information to trigger the spectator operation.

[0107] For example, referring to Figure 3 above, the spectator interface is displayed in response to the triggering operation of the eye symbol 304.

[0108] The spectator interface is displayed after the spectator performs the spectating action. It primarily showcases the turn-based combat process between the spectated first character and at least one of their first virtual pets, and the second character and at least one of their second virtual pets. This interface serves as a window for the spectator to observe the turn-based battle, providing them with a perspective on the situation.

[0109] Optionally, the spectator interface displays at least one of the following: a first character and a second character in turn-based combat; at least one first virtual pet owned by the first character and at least one second virtual pet owned by the second character; the combat actions of the first character and its at least one first virtual pet in turn-based combat; the combat actions of the second character and its at least one second virtual pet in turn-based combat; the progress of the round; an information viewing entry; and other interactive elements. Other interactive elements include buttons for adjusting the spectator view or adjusting combat sounds.

[0110] The first character is the character chosen by the spectator in turn-based battles. This character is a participant in the turn-based battle, and has their own attributes, skills, equipment, and at least one first virtual pet.

[0111] In turn-based battles, the first virtual pet refers to the virtual pet owned by the first character. Virtual pets are typically auxiliary combat units for the first character, possessing their own attributes, skills, and behavioral patterns. The first virtual pet will participate in battles against the second character and their second virtual pet, either under the command of the first character or according to its own pre-defined strategy.

[0112] The second character is the first character's opponent in turn-based battles. They also have their own attributes, skills, equipment, and at least one secondary virtual pet. The second character's task is to fight against the first character and strive for victory in the battle.

[0113] The second virtual pet is the virtual pet possessed by the second character in turn-based battles. During battles, the second virtual pet fights alongside the second character against the first character and their first virtual pet. The second and first virtual pets are in a competitive relationship during turn-based battles. Their skills, attributes, and combat strategies can be mutually restraining or complementary. For example, if the first virtual pet has strong physical attack capabilities, the second virtual pet might have high physical defense or skills that can limit the first virtual pet's physical attacks.

[0114] Combat information refers to information related to the first character that produces or affects the outcome of turn-based battles.

[0115] The information viewing entry is an interactive element on the spectator interface. When triggered, it displays combat information related to the first character. This entry acts as a bridge between the spectator and the combat information, providing the spectator with a way to gain a deeper understanding of the internal details of turn-based battles.

[0116] Optionally, the information viewing entry can be displayed in at least one of the following ways: as an icon, as a menu, or as a floating window.

[0117] For example, the information viewing entry can be displayed as a small icon in a corner of the spectator interface, such as a question mark icon or a small icon with the word "information" on it; or it can be part of a drop-down menu or sidebar menu. For example, there is a "More" menu in the sidebar of the spectator interface, which includes an option such as "View combat information". When the spectator clicks this option, it is equivalent to triggering the information viewing entry; or it can be a floating window, which is normally in a semi-hidden state. When the spectator moves the mouse to a preset area or presses a preset key, the floating window will be displayed and can be triggered.

[0118] In step 203, based on the trigger operation of the information viewing entry, the combat information corresponding to the information viewing entry is displayed.

[0119] Optionally, the combat information includes, but is not limited to, at least one of the following: the first character's attribute values ​​(such as attack power, defense power, health points, etc.), skill information (such as skill cooldown time, skill effects, etc.), equipment information (such as attribute bonuses of armor), combat strategy (such as which target to attack first, when to use skills, etc.), and status information during turn-based combat (such as whether the character is in a dazed, poisoned, or other abnormal state).

[0120] Optionally, the display method of combat information includes at least one of the following: pop-up window display, layered display, or dynamic display. When combat information is displayed as a pop-up window, the pop-up window displays the combat information in the form of a list or chart, such as listing the various attribute values ​​of the first character in a list, or displaying the skill cooldown time change curve of the first character in a chart; or, it first displays a basic overview of combat information, such as the first character's health, energy, and current round number. When the spectator performs further actions (such as clicking a submenu or expanding a certain area), more detailed information is displayed, such as the detailed effects of skills, specific attribute bonuses of equipment, etc.; or, for some combat information that changes in real time, such as the first character's status change (from normal state to poisoned state) or the countdown of skill cooldown time, a dynamic display method is used.

[0121] The character attributes and skill information in the combat information can help spectators gain a deeper understanding of the primary character's combat strategy. By observing this information, spectators can learn effective combat strategies under different attribute and skill combinations. Furthermore, spectators can consider countermeasures from the perspective of a secondary character, based on the primary character's combat information.

[0122] The inclusion of this information viewing portal enhances spectator engagement. When spectators access this portal to view combat-related information, they are no longer passively watching the screen but can gain a deeper understanding of the strategies behind the main character's combat, enriching the spectating experience and increasing interactivity. This solution improves the information available to spectators during the spectating process, enhancing interaction and information acquisition efficiency.

[0123] Information viewing portal and corresponding combat information.

[0124] In some embodiments, the number of information viewing entry points is at least two, and different information viewing entry points correspond to different types of combat information; based on the triggering operation of the information viewing entry point, the combat information corresponding to the information viewing entry point is displayed, including: based on the triggering operation of any one of the at least two information viewing entry points, the combat information of a specified information type corresponding to any viewing entry point is displayed.

[0125] Observers can quickly locate the type of combat information they need based on their requirements. Furthermore, multiple information viewing entry points and mechanisms corresponding to different information types increase the amount of effective combat-related information that observers can obtain during the observation process. Observers are no longer simply watching the real-time combat footage of the observed side, but can actively acquire different types of combat information. The above solution triggers the display of different types of combat information through different viewing entry points, allowing users to selectively view specific information types, facilitating the filtering of desired information types and improving the efficiency of observers in obtaining specific types of combat information.

[0126] Different information viewing portals correspond to different types of combat information. This can be understood as the fact that combat information in turn-based battles is multifaceted and complex. To allow spectators to obtain and understand this information more systematically, it is categorized. For example, one information viewing portal is specifically for viewing the first character's attribute information, including basic attributes such as attack power, defense power, and health points; while another information viewing portal focuses on skill information, such as skill cooldown time, skill effects, and skill cost.

[0127] Optionally, the combat information of the specified information type is one or more of the following information types: pet information of the target virtual pet, historical round combat information of the first character, and skill effect information of the current first character; wherein, the target virtual pet is the virtual pet that the first character has currently released or is currently fighting among at least one first virtual pet.

[0128] The target virtual pet's pet information refers to various data and descriptions related to the virtual pet currently released or in combat by the first character in at least one first virtual pet. It covers the virtual pet's basic attributes, such as level, attack power, defense power, and health points, which reflect the pet's basic combat capabilities. It also includes virtual pet skill information, such as skill name, type (attack, defense, or support, etc.), skill effects (such as the type of damage dealt, inflicted status effects, etc.), and skill cooldown time. Furthermore, it includes the virtual pet's current status (whether it is normal, whether it has negative status effects and their duration) and characteristics (such as the ability to fly).

[0129] The first character's historical turn combat information is a record of their combat activities in previous turns. This includes: actions performed in each turn, such as attacking, defending, using skills, or moving; resource consumption in these turns, including the amount of resources consumed each turn if there are resource systems like energy or mana; and interactions between the first character and their opponent (the second character and their pet), such as in which turns they dealt damage, the turns they were attacked, and the amount of damage dealt.

[0130] The skill effect information for the current first character pertains to the skills used in the current turn. First, it includes the skill's active status, indicating whether the skill was successfully cast and affected the target, such as whether area-of-effect skills accurately covered the target. It also includes the skill's damage value and various bonus effects, such as damage bonuses from equipment, attributes, and virtual pet synergy. For skills with durations, the duration and remaining time are also important skill effect information.

[0131] The combat information of the specified information type includes the pet information of the target virtual pet.

[0132] In some embodiments, based on a trigger operation on any of at least two information viewing entrances, combat information of a specified information type corresponding to any viewing entrance is displayed, including: any information viewing entrance includes a first viewing entrance, and based on a trigger operation on the first viewing entrance, pet information of the target virtual pet corresponding to the first viewing entrance is displayed.

[0133] If spectators want to learn how to raise pets or how to better utilize them in battle, the first viewing entry allows them to gain a deeper understanding of the target virtual pet's needs. This helps spectators analyze the battle situation more comprehensively, which in turn helps them learn tactical skills and improve their ability to formulate battle strategies in turn-based battles. In addition, the first viewing entry increases the interaction between spectators and the spectating interface, allowing spectators to actively obtain information about the target virtual pet, thus enhancing the attractiveness and practicality of the spectating function.

[0134] The pet information for the target virtual pet is described above and will not be repeated here.

[0135] The first viewing entry is associated with the pet information of the target virtual pet. When the spectator wants to know the relevant information of the target virtual pet (the virtual pet that the first character is releasing or fighting in the current battle), they can obtain it through this entry.

[0136] Optionally, the triggering operation for the first viewing entry includes, but is not limited to: a click operation, for example, the spectator moves the mouse pointer to the icon or button area of ​​the first viewing entry and then clicks the left or right mouse button to trigger the first viewing entry; or a button operation, for example, the first viewing entry is triggered by pressing a button on the controller; or a touch operation, for example, the spectator can lightly tap the display area of ​​the first viewing entry on the screen with their finger to trigger the operation.

[0137] Optionally, the display method of the target virtual pet's pet information includes: displaying it through a pop-up window, for example, in a preset position on the spectator interface, a display window pops up without obscuring the main part of the spectator screen, listing the target virtual pet's pet information in detail, such as displaying the pet's basic attributes in a table format, and displaying the pet's skills in a combination of text descriptions and icons, such as attaching small icons of skill effects next to skill names; or, displaying the target virtual pet's pet information through an information bar overlay method, for example, setting aside a small area in a corner of the spectator's display screen, displaying pet information in layers, with basic attributes displayed on one layer and skill information displayed on another layer, and more information viewed by switching tabs or scrolling. This application does not limit the display method of the target virtual pet's pet information.

[0138] For example, referring to the display diagram of the first viewing entrance shown in Figure 4, taking the virtual pet as the virtual spirit and the first viewing entrance as the badge next to the spirit portrait of the virtual spirit currently released by the first character in at least one virtual pet, the spectator interface 401 displays the virtual spirit 402 currently released by the first character in at least one virtual pet, and the spirit portrait 403 corresponding to the virtual spirit 402. Based on the trigger operation of the badge 410 next to the spirit portrait 403, the spirit information 404 of the virtual spirit 402 corresponding to the spirit portrait 403 is displayed. The spirit information 404 includes: type affinity 405 (the mutual restraint or mutual benefit relationship between different spirit types), for example, the mutual restraint between the five elements (metal, wood, water, fire, earth); a skill list 406 that increases the damage taken by the virtual spirit 402; and a skill list 407 that decreases the damage taken by the virtual spirit 402.

[0139] The combat information of the specified information type includes the historical round combat information of the first character.

[0140] In some embodiments, any information viewing entry includes a second viewing entry. Based on a trigger operation on any of the at least two information viewing entries, combat information of a specified information type corresponding to any viewing entry is displayed, including: based on a trigger operation on the second viewing entry, displaying historical round combat information of a first character corresponding to the second viewing entry.

[0141] Being able to view the first character's historical battle information helps in learning tactical skills, helps the spectator predict the course of the battle, and also allows for a better understanding of the relationship between character growth and combat strategies. In addition, it increases the depth of spectating, allowing the spectator to analyze the battle from the perspective of the entire historical battle, thus enhancing the richness and practicality of the spectating experience.

[0142] The historical turn-based combat information for the first character is described above and will not be repeated here.

[0143] The second viewing entry is the one in the spectator interface that is linked to the first character's historical battle information. When the spectator wants to know about the first character's performance, decision-making process, and other historical battle-related information in previous rounds, they will use this entry to obtain the information they need.

[0144] Optionally, the triggering operation for the second viewing entry includes: mouse interaction, for example, the spectator moves the mouse cursor to the icon or button area corresponding to the second viewing entry and then triggers the entry by clicking the left mouse button; or, through shortcut key operation, for example, the spectator presses a pre-set shortcut key combination to trigger the second viewing entry; or, through touch operation, for example, the spectator can tap the display area corresponding to the second viewing entry on the screen with their finger to trigger the operation.

[0145] Optionally, the display method for the first character's historical round combat information includes: displaying the first character's historical round combat information in the form of a list, for example, listing the first character's actions (such as attacking, defending, using skills, etc.) in each round in turn according to the round order, while marking information such as the resources consumed, the amount of damage dealt, or the amount of damage received in that round; or, displaying the first character's historical round combat information in the form of a timeline, for example, using rounds as time nodes and marking important combat information of the first character in each round on the timeline, such as in which round a key skill was successfully activated, or in which round the first character was subjected to a strong attack from the opponent.

[0146] For example, referring to the display diagram of the second viewing entry shown in Figure 5, taking the second viewing entry as an example of being displayed by an icon, based on the icon 408 in Figure 4 above, the trigger operation of the icon 408 displays the historical round combat message 501 of the first character in Figure 5. The historical round combat message 501 includes the skill 503 released by the first virtual pet 502 released by the first character in the previous round, and the skill 505 released by the second virtual pet 504 released by the second character.

[0147] Combat information of a specified information type includes the skill effects information of the current primary character.

[0148] In some embodiments, any information viewing entry includes a third viewing entry. Based on a trigger operation on any of the at least two information viewing entries, combat information of a specified information type corresponding to any viewing entry is displayed, including: based on a trigger operation on the third viewing entry, displaying the skill effect information of the current first character corresponding to the third viewing entry.

[0149] The spectators can understand the actual role of each skill in the current round, thus better understanding the first character's combat strategy; it helps the spectators learn how to use skills, and by observing skill effect information, the spectators can grasp the skill's damage range, bonus method, and effect, etc.

[0150] The third viewing portal is used to establish a connection with the skill effect information of the current first character. When the spectating side wants to understand the effects of the skills used by the first character in the current round, they need to obtain relevant information through this portal.

[0151] Optionally, the triggering operation for the third viewing entry includes at least one of the following: a click operation, a touch operation, or a shortcut key operation.

[0152] The display methods for the current primary character's skill effects include: displaying the skill through a data panel, for example, a data panel pops up on the side or bottom of the spectator interface, listing various effect information of the current primary character's skills, such as displaying the skill's base damage value, the actual damage value after various bonuses (such as equipment bonuses, attribute bonuses, etc.) in tabular form, the skill's duration (if it is a continuous skill), and the skill's active status (such as whether it has been successfully released and applied to the target); or, displaying the skill using a combination of animation effects and text prompts, for example, in the spectator screen, key information about the skill effect is displayed with flashing animation effects in the target area of ​​the skill release or around the primary character, while a brief text prompt is added in a corner of the screen to supplement the explanation, such as the skill's effect (such as stun, slow, etc.) and the remaining duration.

[0153] For example, referring to the display diagram of the third viewing entrance shown in Figure 6, taking the display of the third viewing entrance through an icon as an example, based on the icon 409 in Figure 4 above, the trigger operation of the icon 409 displays the skill effect information 601 of the current first character in Figure 6. The skill effect information 601 of the current first character includes a first buff effect 602 and a second buff effect 603.

[0154] In some embodiments, the method further includes: in response to a spectator operation for a first character among at least one character, displaying a mode selection control, the mode selection control being used to select whether to display the combat strength information of the first character, the combat strength information of the first character being used to represent relevant information about the combat strength of the first character during combat.

[0155] Combat strength information is a quantitative or qualitative description of the overall combat capability of the primary character during combat. It reflects the level of power that the primary character can exert in a combat scenario, encompassing the result of the combined effects of the primary character itself and its resources, skills, and other factors.

[0156] Optionally, the combat strength information of the first character includes: the first character's level, the first character's basic attribute values, the first character's equipment quality and level, the first character's equipment effects and set effects, the first character's skill level and proficiency, the virtual skill information possessed by the first character, the first character's health and mana, the first character's combat resource recovery ability, and at least one of the following: at least one virtual pet possessed by the first character. The at least one virtual pet includes at least one primary virtual pet and any unreleased backup virtual pets.

[0157] The mode selection control provides spectators with a choice mechanism to decide whether to display the combat strength information of the first character. This control gives spectators more control over their spectating experience, allowing them to customize the information they see according to their needs and preferences, thus improving the UI interaction between spectators and the spectating interface.

[0158] Optionally, the mode selection control can be displayed in at least one of the following ways: as a button, a drop-down menu, or a toggle switch. Specifically, the mode selection button can be displayed in a corner of the spectator interface, such as the upper right or lower left corner, with text labels such as "Show Strength Information" and "Hide Strength Information," or simple icons can be used to indicate the on / off state, such as an eye icon for display and a closed eye icon for hiding. Alternatively, a drop-down menu can be set in a menu area of ​​the spectator interface, and when the spectator clicks the menu, a drop-down list containing the options "Show Combat Strength Information" and "Do Not Show Combat Strength Information" appears. Alternatively, it can exist on the spectator interface as a small, switch-like widget, such as a slider switch where one end indicates displaying combat strength information and the other end indicates hiding it; when the slider is on the display side, the spectator can see the combat strength information, and when it is on the hide side, it cannot. Or, it can be a circular toggle button with an indicator point in the middle; when the indicator point is on one side, it indicates display, and when it is on the other side, it indicates hiding.

[0159] For example, referring to the display diagram of the mode selection control shown in FIG7, the mode selection control 701 is displayed in response to a spectator operation for the first character among at least one character.

[0160] Optionally, the mode selection control includes an activation mode control, and the method further includes: in response to a triggering operation on the activation mode control, displaying the combat strength information of the first character.

[0161] The mode activation control is a component of the mode selection control. Its primary function is to enable the display of the first character's combat strength information. Within the overall spectator functionality, it provides spectators with a clear and convenient way to obtain information about the first character's combat strength, satisfying their need for in-depth understanding of the character's abilities and enhancing the UI interaction between the spectator and the spectator interface.

[0162] Optionally, the triggering operation for enabling the mode control includes at least one of the following: mouse click operation, touch operation, and shortcut key operation.

[0163] For example, referring to the activation mode control 702 in Figure 7 above, when the slider 704 slides to the activation mode control 702, the virtual skill information 705 possessed by the first character is displayed.

[0164] In some embodiments, the method further includes: displaying a pet control, the pet control including a triggerable state, in response to a spectator operation on a first character among at least one character; and displaying combat strength information of the first character in response to a trigger operation on an enabled mode control, including: displaying a pet control in a triggerable state in response to a trigger operation on an enabled mode control; and displaying at least one virtual pet owned by the first character in response to a trigger operation on a pet control in a triggerable state.

[0165] Displaying the virtual pet of the main character allows spectators to gain a deeper understanding of the specific roles of each virtual pet in combat. Different virtual pets have different skills and attributes, which helps spectators understand the cooperative combat relationship between the main character and the virtual pet, providing spectators with more tactical learning points and improving the UI interaction between spectators and the spectator interface.

[0166] The pet control is associated with the virtual pet owned by the primary character, providing spectators with a convenient way to view the status of the primary character's virtual pets. This includes the primary pet already in battle and any virtual pets that are not yet released and are kept as backups.

[0167] The triggerable state is an attribute state possessed by the pet control. In this state, the pet control can respond to the actions of the spectators (such as clicks, key presses, etc.), thereby triggering a preset function, namely displaying at least one virtual pet owned by the first character.

[0168] Optionally, the pet control can be displayed in at least one of the following ways: as an icon, as a menu option, dynamically, or in a preset pet area.

[0169] The pet control appears as an icon in a fixed, pre-defined location on the spectator interface. For example, it might be located on one side of the spectator interface, such as the left or bottom edge. Alternatively, the pet control can appear as a menu option within the spectator interface's menu system, such as a "View Pet" option in a dropdown menu containing multiple spectator-related options (such as viewing character attributes, viewing battle records, etc.). Or, a pre-defined area on the spectator interface can be designated as the pet control, with a border or a pre-defined background color to distinguish it from other parts. Alternatively, the pet control may exhibit dynamic display changes; for example, when the first character acquires a new virtual pet or the virtual pet's status changes (such as the pet leveling up), this area will display visual cues such as flashing or color changes.

[0170] For example, referring to the pet control (i.e., the exchange control 706) shown in FIG7 above, in response to the triggering operation of the exchange control 706 in the triggerable state, referring to the display diagram of combat strength information shown in FIG8, in response to the triggering operation of the pet control 801 in the triggerable state, at least one virtual pet 802 owned by the first character is displayed.

[0171] In some embodiments, the method further includes: in response to a triggering operation on any one of the at least one virtual pets owned by the first character, displaying pet information corresponding to any one virtual pet.

[0172] Spectators can gain a deeper understanding of how the main character formulates combat strategies based on the virtual pet's attributes, characteristics, and skills. In addition, displaying pet information enriches the spectating content and increases the fun of spectating. Spectators are no longer simply watching the spectating screen, but can explore various information about the virtual pets, improving the UI interaction between spectators and the spectating interface.

[0173] The triggering operation for any virtual pet owned by the first character includes at least one of the following: a click operation and a touch operation. Specifically, if the virtual pets are displayed as icons on the spectator interface, the spectator can directly click the corresponding pet icon with the mouse to trigger the operation; or, if the virtual pets are presented through menu options (such as a drop-down menu containing all virtual pets), the spectator first selects the desired virtual pet from the menu and then clicks the corresponding "View Details" or similar button to trigger the operation; or, the spectator can directly touch the display area of ​​the virtual pet on the screen with their finger; or, after pressing and holding the display area of ​​the virtual pet on the screen for a certain period of time, the operation to view the pet's information is triggered. This application does not limit the form of the triggering operation.

[0174] Optionally, the pet information corresponding to any virtual pet includes at least one of the following: pet attributes, pet characteristics, and pet skills.

[0175] Pet attributes refer to the basic stats of a virtual pet, such as health points, attack power, and defense. These attributes determine the pet's basic performance in combat; for example, a virtual pet with higher health points is more durable, and a virtual pet with higher attack power can deal more damage.

[0176] Pet traits are abilities that pets possess, which differ from ordinary attributes. For example, some virtual pets have the ability to "stealth," allowing them to briefly become invisible in combat to evade enemy attacks or launch surprise attacks. These traits can also be passive effects, such as dealing extra damage to enemies.

[0177] Pet skills are skills that pets can actively use. These skills have their own cooldown time, cost (such as mana or energy), and effects.

[0178] In addition, the pet information corresponding to any virtual pet includes at least one of the following: information on how the virtual pet was obtained, information on the evolution of the virtual pet, etc.

[0179] For example, referring to the display diagram of combat strength information shown in Figure 9, in response to a long press operation on the pet avatar 901 of any virtual pet among at least one virtual pet owned by the first character, the pet information 902 corresponding to the pet avatar 901 of any virtual pet is displayed, wherein the pet information 902 includes: pet attributes 903, pet characteristics 904, and pet skills 905.

[0180] Optionally, the mode selection control includes a mode-closing control, and the method further includes: in response to a triggering operation on the mode-closing control, hiding or displaying the combat strength information of the first character.

[0181] The Close Mode control is part of the Mode Selection control, corresponding to the Open Mode control. Its main function is to hide the combat strength information of the currently displayed first character when triggered. The Close Mode control provides spectators with a way to control the information displayed, allowing them to decide whether to view combat strength information according to their needs, thereby optimizing the spectator experience.

[0182] For example, referring to the display diagram of the closed mode control shown in Figure 10, when the slider 1001 slides to the closed mode control 1002, the combat strength information of the first character is hidden, and at this time the pet control 1003 is in an untriggerable state.

[0183] In some embodiments, the method further includes: exiting the spectator mode in response to a trigger operation at any location on the spectator interface. It should be noted that after a turn-based battle results in a winner or loser, the spectator can exit spectator mode by clicking anywhere on the battle results screen.

[0184] For example, referring to the display diagram of the exit spectator interface shown in Figure 11, in response to clicking any position on the spectator settlement interface to exit the spectator mode, the exit interface 1101 is displayed.

[0185] In some embodiments, the spectator interface includes a turn-based combat environment, and the method further includes: displaying a world environment, wherein the turn-based combat environment is located at a target location within the world environment; and displaying the spectator interface in response to a spectator operation for a first character among at least one character, including: in response to a spectator operation for a first character among at least one character and a selection operation for a target location, switching from the current interface of the world environment to the turn-based combat environment, and displaying the spectator interface within the turn-based combat environment, wherein the current interface is the interface corresponding to the environment in which the spectator is currently located within the world environment.

[0186] Even if friends are not in the same open world, they can still spectate, enhancing social interaction. Spectators can watch their friends' battles at any time, learn tactics from each other, and promote the development of social relationships. The restriction of being in the same open world for spectating makes it more convenient; regardless of their location, they can watch the battle by selecting the target location, improving the interaction efficiency of the spectator process.

[0187] In a turn-based combat environment, battles follow turn-based rules, meaning that both sides' characters (including the characters and their virtual pets) take turns performing actions in a certain order, such as attacking, defending, and using skills. It includes various elements required for combat, such as the battlefield, combat-related special effects, and the positions of characters and pets. It is the specific location where battles occur and are conducted, and the spectators can watch the battle process through the spectator interface.

[0188] The open world environment is a vast space encompassing numerous elements, such as diverse terrains (mountains, rivers, forests, etc.), multiple locations (towns, villages, wilderness areas, etc.), and a multitude of virtual characters (including player and non-player characters). This environment provides the overall background and basic framework, and the turn-based combat environment is situated within the target location of this open world environment.

[0189] A target location refers to a pre-defined location within the open world environment that is associated with the turn-based combat environment. It is the site where turn-based combat takes place in the open world and can be a field, area, or building.

[0190] Optionally, the target location selection operation includes at least one of the following: map marking operation and scene navigation selection operation. If a map system is available, the spectator can see the entire open-world environment on the map interface. On the map, after the spectator performs a spectating operation on the first character (at least one character), the target location in the turn-based combat environment will be marked. The spectator can select the target location by clicking the corresponding marker, indicating whether they want to engage in combat or watch combat there; alternatively, the spectator can input relevant keywords (such as the first character's nickname) to quickly locate the target location and then make a selection; or, the target location can be selected through guiding elements within the scene. This application does not limit the above-mentioned target location selection operations.

[0191] The transition from the current interface in the open world environment to the turn-based combat environment can be understood as a scene transformation mechanism. When certain conditions are met (such as triggering a battle at the target location or selecting to spectate), the system switches from the macroscopic open world environment, which contains various activities, to a microscopic combat environment specifically designed for turn-based combat. This can be achieved either by switching from the open world environment to the turn-based combat environment or by switching from the current interface within the open world environment to the turn-based combat environment. In other words, as long as the display of the spectator interface has undergone an interface transition based on the open world environment, this application does not limit the specific interface in the open world from which the turn-based combat environment is switched.

[0192] In a turn-based combat environment, displaying a spectator interface allows spectators to focus on the turn-based battle process. The spectator interface provides various information displays needed to observe the battle, such as the combat status of characters and pets, and information access points. Spectators can use this interface to observe the specific actions and progress of both sides in detail.

[0193] For example, referring to the display diagram of switching scenes in Figure 12, there are some independent scenes in the open world. Even if friends are not in the same open world scene, they can still spectate. The spectator 1201 is currently in region A1 1202 in the map corresponding to the open world environment, and the first character 1203 of the spectated party is located at the Magic Academy 1204 (i.e., the target location) in the map corresponding to the open world environment. Since the Magic Academy 1204 is not in region A1 1202, in response to the spectating operation for the first character 1203 of at least one character and the selection operation for the target location 1204, the display switches from the current interface 1205 in the open world environment to the turn-based combat environment 1206.

[0194] It should be noted that the spectator mode is real-time synchronized; all the performances of the virtual pets in this match are simultaneously displayed to the spectators. In weak network conditions, spectators can reconnect to the spectator interface to continue watching. When a region experiences a disconnection, certain actions need to be taken to handle the disconnected user. "Cleanup Duration" is a parameter that defines the time spent on this process. It represents the time required for the system to clean up the disconnected user's data and status (e.g., clearing the combat status and skill status the spectator was in at the moment of disconnection), for example, 600 seconds.

[0195] Furthermore, spectators whose viewing activity is disrupted due to network outages, weak network connections, or process termination will not be removed from the spectator list of the spectated party. The spectator list represents the currently viewing parties. If the spectated device experiences a network outage, weak network connection, or process termination, the spectator device remains unaffected and the viewing process continues normally.

[0196] Optionally, the method further includes triggering a reconnection mechanism corresponding to different abnormal timings in the event of a network anomaly, wherein the abnormal timing is the time when the network anomaly occurs.

[0197] Optionally, the abnormal timing includes the timing when the spectator's device displays the virtual skill information of the first character. In the event of a network abnormality, a reconnection mechanism corresponding to the abnormal timing is triggered for different abnormal timings, including: if a network abnormality occurs when the spectator's device is displaying the virtual skill information of the first character, the virtual skill information of the first character will no longer be displayed after the network reconnection.

[0198] Optionally, the abnormal timing includes the timing when the spectator's device or the spectated device displays the virtual pet change interface. In the event of a network abnormality, a reconnection mechanism corresponding to the abnormal timing is triggered for different abnormal timings, including: if a network abnormality occurs when the spectator's device or the spectated device displays the virtual pet change interface, a skill command interface is displayed after network reconnection. The skill command interface is used to display the interface for setting commands related to skill operations for the character or virtual pet.

[0199] Optionally, the abnormal timing includes the timing when the pet replenishment interface is displayed on the spectator's device or the device being spectated. In the event of a network abnormality, a reconnection mechanism corresponding to the abnormal timing is triggered for different abnormal timings, including: if a network abnormality occurs when the pet replenishment interface is displayed on the spectator's device or the device being spectated, the pet replenishment interface will remain displayed after the network is reconnected. The pet replenishment interface is used to display the interface for handling operations related to pet replenishment during the battle.

[0200] Optionally, the abnormal timing includes the timing when the spectator's device displays the first character's historical round combat information. In the event of a network abnormality, a reconnection mechanism corresponding to the abnormal timing is triggered for different abnormal timings, including: if a network abnormality occurs when the spectator's device is displaying the first character's historical round combat information, the skill command interface is displayed after the network is reconnected.

[0201] Optionally, the abnormal timing includes the time when the spectator's device is spectating a skill performance. This includes both before and during the skill performance. In the event of a network anomaly, a reconnection mechanism is triggered for each different anomaly timing. This includes: if the spectator's device experiences a network anomaly while spectating a skill performance, discarding the target data packet (instructions and data related to the skill performance), re-establishing synchronization with the skill performance after network reconnection, and displaying the skill performance screen. It should be noted that if a network anomaly occurs while spectating a skill performance, the spectator may need to re-enter the turn-based battle application or be logged out of the game.

[0202] Optionally, abnormal timing includes the timing of releasing a target skill. In the event of a network anomaly, a reconnection mechanism corresponding to the abnormal timing is triggered for different abnormal timings, including: if a network anomaly occurs while using a target skill, discarding the target data packet (data related to the target skill); and restoring the reconnection mechanism after the target skill's performance ends. The target skill includes, but is not limited to, freeze skills and cuteness-enhancing skills. Freeze skills are used to prevent enemies from moving or attacking for a period of time, thereby creating more attack opportunities for the player or interrupting an enemy's skill release; cuteness-enhancing skills are skills that modify skill effects, character abilities, or combat mechanics in a cute way.

[0203] Optionally, the abnormal timing includes the timing of displaying the gain effect. In the event of a network anomaly, a reconnection mechanism corresponding to the abnormal timing is triggered for different abnormal timings, including: in the event of a network anomaly when displaying the gain effect, discarding the target data packet (data related to the gain effect) and restoring the reconnection mechanism.

[0204] Optionally, the abnormal timing includes the timing at the end of a PVP battle. In the event of a network anomaly, a reconnection mechanism corresponding to the abnormal timing is triggered for different abnormal timings, including: in the event of a network anomaly at the end of a PVP battle, discarding target data packets (data related to the PVP battle) and restoring the network.

[0205] Optionally, abnormal timings include the timing of various performances or displays by the protagonist using magic in turn-based battles. In the event of a network error, a reconnection mechanism corresponding to the abnormal timing will be triggered for different abnormal timings. For example, if a network error occurs during various performances or displays by the protagonist using magic in turn-based battles, a reconnection mechanism will be triggered, and the battle interface will be displayed again.

[0206] In some embodiments, in response to a spectator operation for a first character among the at least one characters, displaying a spectator interface includes: in response to a spectator operation for a first character among the at least one characters, displaying a spectator interface including default information, wherein the default information is information related to the first character in turn-based combat that is displayed by default on the spectator interface.

[0207] Default information includes, but is not limited to, at least one of the following: combat information related to the first character in turn-based battles or combat strength information related to the first character in turn-based battles.

[0208] Optionally, the default information is determined in at least one of the following ways: determining the default information based on the pre-configuration of the spectator's device; or determining the default information based on the historical spectating data of the spectator's device, wherein the historical spectating data refers to the information related to the first character in turn-based combat viewed during the spectator's historical spectating process; or determining the default information based on preference data for the spectated party; or, for any of the at least two types of information, determining the sub-distinctiveness corresponding to that type of information based on the first information related to turn-based combat of the spectator and the second information related to turn-based combat of the spectated party, wherein the sub-distinctiveness is the difference between the first information and the second information; determining a target distinctiveness among the at least two types of information corresponding to at least two sub-distinctivenesses, wherein the target distinctiveness is the distinctiveness greater than a threshold among the at least two sub-distinctivenesses; determining the target information type corresponding to the target distinctiveness; determining the information corresponding to the target information type as the default information; or, determining the default information corresponding to the spectable type based on the spectable type set by the spectated party.

[0209] Optionally, based on the historical viewing data of the viewing device, the default information is determined, including: determining the default information corresponding to the historical information type viewed by the viewing device during the last viewing process; or, determining the sub-number of times the viewing device viewed the information type during the viewing process within a preset historical time period; determining the target information type whose sub-number of times is greater than the number of times threshold; and determining the default information corresponding to the target information type.

[0210] Optionally, determining default information based on the observed party's preference data can be understood as the observed party determining default information according to the direction of their preference learning. For example, if an observed party prefers a certain combat style of the observed party, such as aggressive or conservative, they can determine the default information based on this preference. For an observed party that prefers an aggressive combat style, when the first observed party adopts an aggressive approach in combat, the default information is determined to be the combat information corresponding to that first observed party; for example, the observed party would view the observed party's attack route planning and skill combination order. Conversely, for an observed party that prefers a conservative approach, when the second observed party adopts a conservative approach in combat, the default information is determined to be the combat information corresponding to that second observed party.

[0211] Optionally, based on the first information of the spectator in turn-based combat and the second information of the spectated party in turn-based combat, the sub-discrimination degree corresponding to any type of information is determined, including: using the first information of the spectator in historical turn-based combat and the second information of the spectated party in historical turn-based combat as input parameters of a pre-trained discrimination model; and determining the sub-discrimination degree corresponding to any type of information based on the discrimination model.

[0212] The discriminative model is trained as follows: historical data is collected, including spectator data and observed data for different types of information; the collected historical data is labeled to identify the differences between the spectators and the observed for at least two types of information; feature data related to at least two types of information is extracted from the collected historical data; the extracted feature data and labeled difference data are input into the initial model; the initial model is trained to determine the discriminative model.

[0213] For example, feature data related to at least two types of information is extracted from the collected historical data, including: for character attribute information, the extracted feature data includes at least one of attack power, defense power, and health points; or, for operation information, the extracted feature data includes at least one of skill release order and movement trajectory.

[0214] It should be noted that during training, the parameters of the initial model were adjusted to ensure that it could accurately predict the discrepancies between the observer and the observed regarding different types of information. A loss function was used to evaluate the gap between the model's predictions and the actual labeled results, and the model was continuously optimized.

[0215] Determining the default information corresponding to the spectator type based on the spectator's settings can be understood as the spectator type being the type of information the spectator prefers to show to the spectator.

[0216] It should be noted that the default information corresponding to the spectator type set by the spectator can be displayed on the spectator interface for a preset time. After the preset time ends, the display of the default information corresponding to the spectator type will be turned off. Based on the spectator's preference type, the default information corresponding to the spectator's preference type will be displayed.

[0217] Referring to Figure 13, the turn-based battle display method provided in this application embodiment, applied to the spectator's device, may include at least one of the following steps 1301 to 1302.

[0218] In step 1301, a first privacy settings interface for combat information is displayed. The combat information is related to the combat with the first character during turn-based combat. The first character is the character controlled by the spectator's device. The turn-based combat process is a turn-based combat process between the first character and at least one first virtual pet owned by the first character, and between the second character and at least one second virtual pet owned by the second character. The second character is the opponent of the first character in the turn-based combat.

[0219] For operational information, please refer to the relevant introductions above, which will not be repeated here.

[0220] The first privacy settings interface is used by the spectator's device to adjust privacy settings related to turn-based battles. Privacy includes specific types of combat information disclosed to the spectator's device.

[0221] For details on turn-based battles and specific information types, please refer to the above-mentioned introductions, which will not be repeated here.

[0222] In step 1302, in response to the disclosure operation of combat information of a specified information type set in the first privacy settings interface, the combat information of the specified information type is disclosed to the observer's device.

[0223] Public disclosure refers to the actions taken by the observed device in its primary privacy settings interface to adjust operational information and determine which information can be displayed to the observing device. This involves the observed device managing and controlling the degree of disclosure of information related to its operational process, based on its own discretion.

[0224] Optionally, the method of public access includes at least one of the following: menu selection, slider adjustment, and checkbox selection. Specifically, the observed party can select "public" or "private" status next to each information type option in the menu by clicking with a mouse or using a gamepad; alternatively, for certain continuous data or quantifiable combat information, a slider may be used to adjust the level of public access; or, for some combat information (such as mission progress or the name of the currently ongoing mission), there will be corresponding checkboxes in the first privacy settings interface, which the observed party can check if they wish the observer to see this information.

[0225] The spectator can choose to hide specific information types to protect their privacy. Through the first privacy settings interface, the spectator can control which combat information is made public, preventing important strategies, techniques, or current round combat information from being leaked to the user corresponding to the second role during similar live streams.

[0226] Optionally, the combat information includes at least two types of information, and the combat information of at least two types of information includes combat information of a specified type of information. The combat information of the specified type of information is one or more of the following types of information: pet information of the target virtual pet, historical round combat information of the first character, and skill effect information of the current first character; wherein, the target virtual pet is the virtual pet that the first character currently releases or is currently fighting among at least one first virtual pet.

[0227] For operational information of specified information types, please refer to the relevant introductions above, which will not be repeated here.

[0228] Disclose operational information of a specified type to the observers.

[0229] In some embodiments, the combat information of a specified information type includes the pet information of the target virtual pet; in response to the public operation of the combat information of a specified information type set in the privacy settings interface, the combat information of the specified information type is publicized to the spectator device, including: in response to the public operation of the pet information of the target virtual pet set in the privacy settings interface, the pet information of the target virtual pet is publicized to the spectator device.

[0230] For information about the target virtual pet, please refer to the above-mentioned introduction; it will not be repeated here.

[0231] In response to the setting of making the pet information of the target virtual pet public in the privacy settings interface, making the pet information of the target virtual pet public to the spectator's device can be understood as, when the setting of making the pet information of the target virtual pet public in the privacy settings interface is set, the spectator's device has the right to view the pet information of the target virtual pet.

[0232] In some embodiments, the combat information of a specified information type includes the historical round combat information of a first character; in response to the public operation of the combat information of a specified information type set in the privacy settings interface, the combat information of the specified information type is disclosed to the spectator device, including: in response to the public operation of the historical round combat information of a first character set in the privacy settings interface, the historical round combat information of the first character is disclosed to the spectator device.

[0233] For information on the first character's historical turn-based combat, please refer to the relevant introductions above; they will not be repeated here.

[0234] In response to the setting of making the first character's historical round combat information public in the privacy settings interface, making the first character's historical round combat information public to the spectator's device can be understood as, when the setting of making the first character's historical round combat information public in the privacy settings interface is enabled, the spectator's device has the right to view the first character's historical round combat information.

[0235] In some embodiments, the combat information of a specified information type includes the skill effect information of the current first character; in response to the public operation of the combat information of a specified information type set in the privacy settings interface, the combat information of the specified information type is publicized to the spectator device, including: in response to the public operation of the skill effect information of the current first character set in the privacy settings interface, the skill effect information of the current first character is publicized to the spectator device.

[0236] For information on the skill effects of the current primary character, please refer to the above-mentioned introduction; it will not be repeated here.

[0237] In response to the setting in the privacy settings interface to make the skill effect information of the current first character public, making the skill effect information of the current first character public to the spectator's device can be understood as, when the setting in the privacy settings interface to make the skill effect information of the current first character public, the spectator's device has the right to view the skill effect information of the current first character.

[0238] In some embodiments, the method further includes: a second privacy settings interface for displaying combat strength information, wherein the combat strength information is information related to the combat strength of the first character during combat; and, in response to a public operation for combat strength information of a specified information type set in the second privacy settings interface, publicizing the combat strength information of the specified information type to the observers.

[0239] Through the second privacy settings interface, the observed party can choose to hide some less-than-ideal combat strength information to protect their privacy and self-esteem. By controlling whether combat strength information is made public in the second privacy settings interface, the observed party can prevent the opponent from obtaining key combat strategy information through observation.

[0240] The second privacy settings interface allows the spectated player to choose whether or not to disclose various types of information related to their combat strength. Combat strength information covers a wide range of aspects, including character level, equipment level, skill proficiency, combat statistics (such as kills, deaths, and assists), and attribute values ​​(such as attack power, defense, and maximum health). This provides the spectated player with a platform to control which combat strength information is visible to the spectator during the spectating process, allowing them to manage their combat privacy according to their needs and preferences.

[0241] Optionally, the combat strength information includes at least two information types, and the combat strength information of at least two information types includes combat strength information of a specified information type; the combat strength information of the specified information type is one or more of the following information types: at least one of the following: at least one virtual pet owned by the first character, pet information corresponding to at least one virtual pet owned by the first character, and virtual skill information owned by the first character; wherein, at least one virtual pet includes at least one first virtual pet and a spare virtual pet not used in the battle process.

[0242] Information on combat capabilities can be found in the above-mentioned introductions and will not be repeated here.

[0243] Optionally, the pet information corresponding to any virtual pet includes at least one of the following: pet attributes, pet characteristics, and pet skills. It should be noted that the pet information corresponding to any virtual pet is described in the relevant introduction above, and will not be repeated here.

[0244] In some embodiments, the method further includes: displaying a spectator permission setting interface, which displays an allow spectator option and a disallow spectator option, wherein the spectator permission is the permission of the spectator to spectate.

[0245] By setting up spectator permissions, you can effectively prevent unwanted spectators from peeking into your combat content and protect your personal combat privacy. The spectated team can exclude unfriendly or disruptive spectators, focus on combat, and improve the interactive experience.

[0246] The spectator permission settings interface is used on the spectated team's device to manage the spectator's permissions. The spectated team can clearly decide whether the spectator can spectate their combat process, providing them with autonomy.

[0247] The "Allow" option is a setting in the spectator permission settings interface. When the spectated party selects to enable the "Allow" option, it means that the spectator is granted the right to spectate the spectated party's gameplay. For example, if the spectated party sees their friend list in the spectator permission settings interface and selects the "Allow" option for a specific friend, then that friend will be able to watch the spectated party's gameplay on their own device.

[0248] The "Ban" option is also a setting in the spectator permission settings interface. When the spectated team selects the "Ban" option for one or all spectators, the selected spectator will be unable to watch the spectated team's gameplay. For example, if the spectated team doesn't want a stranger to watch their gameplay, they can select the "Ban" option for that stranger's account in the spectator permission settings interface.

[0249] For example, referring to the display diagram of the spectator permission setting interface shown in Figure 14, the spectator permission setting interface 1401 is displayed, and the spectator permission setting interface 1401 displays the allow spectator option 1402 and the disable spectator option 1403.

[0250] In some embodiments, the method further includes: displaying a battle interface, which shows a turn-based battle scene between a first character releasing at least one first virtual pet and a second character releasing at least one second virtual pet, as well as spectator prompts; wherein the spectator prompts are used to provide information to the spectator.

[0251] Being observed allows the observer to clearly see who is watching their combat operations, which helps strengthen social connections. Furthermore, knowing the observer's identity allows the observed to assess whether there has been a privacy breach or inappropriate spectating. If they discover that a stranger or unwanted person is watching, they can take timely measures to protect their operational privacy and security.

[0252] The spectator notification is displayed on the spectator's device interface and is used to convey information about the spectator's situation to the spectator.

[0253] Optionally, the spectator notification information includes, but is not limited to, at least one of the following: the spectator's identity identifier (such as the spectator's nickname), the spectator's spectating status (such as whether they are spectating in real time, whether there is a delay, etc.), and the method by which the spectator spectated (friend invitation, public matchmaking, etc.).

[0254] Optionally, the spectator notification information can be displayed in at least one of the following ways: pop-up display, icon display, or information bar display.

[0255] For example, referring to the display diagram of the spectator prompt information shown in Figure 15, the combat interface displays spectator prompt information 1501, which indicates that there are currently 80 people spectating on the side being spectated.

[0256] Optionally, the method further includes: displaying information about the spectator in response to a triggering operation of the spectator notification message.

[0257] In some embodiments, the method further includes: displaying a kick notification in response to a triggering operation of the spectator notification; the kick notification is used to remove the spectator after being triggered.

[0258] The kick-out notification is used in response to a trigger by the spectating player to remove the selected spectator from the game. This increases the interactivity of the spectating player and provides greater control over the privacy of the spectating player.

[0259] Optionally, the method further includes: displaying a screen showing the removal of the spectator in response to a kick-out notification.

[0260] Referring to the display diagram of the kick notification information shown in Figure 16, in response to the triggering operation of the spectator notification information 1603, the display panel 1601 is displayed, and the current spectator team and the kick notification information 1602 are displayed on the panel 1601; after the kick notification information 1602 is triggered, the spectator team A1604 is removed.

[0261] Referring to the block diagram of the turn-based battle display device shown in Figure 17, the device includes:

[0262] The first display module 1701 is used to display at least one character in a turn-based battle state;

[0263] The second display module 1702 is used to respond to a spectator operation for the first character among at least one character and display a spectator interface. The spectator interface is used to watch the turn-based battle process between the first character and at least one first virtual pet owned by the first character, and the second character and at least one second virtual pet owned by the second character. The second character is the opponent of the first character in the turn-based battle. The spectator interface displays an information viewing entry. When the information viewing entry is triggered, it displays battle information related to the first character.

[0264] The third display module 1703 is used to display the combat information corresponding to the information viewing entry based on the trigger operation of the information viewing entry.

[0265] In one possible implementation, there are at least two information viewing entrances, and different information viewing entrances correspond to different types of combat information; the third display module 1703 is used to display the specified type of combat information corresponding to any viewing entrance based on the trigger operation of any of the at least two information viewing entrances.

[0266] In one possible implementation, the combat information of the specified information type is one or more of the following information types: pet information of the target virtual pet, historical round combat information of the first character, and skill effect information of the current first character; wherein, the target virtual pet is the virtual pet that the first character currently releases or is currently fighting among at least one first virtual pet.

[0267] In one possible implementation, any information viewing entry includes a first viewing entry, and the combat information of the specified information type includes the pet information of the target virtual pet; the third display module 1703 is used to display the pet information of the target virtual pet corresponding to the first viewing entry based on the trigger operation of the first viewing entry.

[0268] In one possible implementation, any information viewing entry includes a second viewing entry, and the combat information of the specified information type includes the historical round combat information of the first character; the third display module 1703 is used to display the historical round combat information of the first character corresponding to the second viewing entry based on the trigger operation of the second viewing entry.

[0269] In one possible implementation, any information viewing entry includes a third viewing entry, and the combat information of the specified information type includes the skill effect information of the current first character; the third display module 1703 is used to display the skill effect information of the current first character corresponding to the third viewing entry based on the trigger operation of the third viewing entry.

[0270] In one possible implementation, the third display module 1703 is further configured to display a mode selection control in response to a spectator operation for the first character among at least one character. The mode selection control is used to select whether to display the combat strength information of the first character, which is used to represent relevant information about the combat strength of the first character during combat.

[0271] In one possible implementation, the mode selection control includes an activation mode control, and a third display module 1703 is also used to display the combat strength information of the first character in response to a trigger operation on the activation mode control.

[0272] In one possible implementation, the combat strength information of the first character includes: at least one virtual pet owned by the first character, the at least one virtual pet including at least one first virtual pet, and an unreleased backup virtual pet; the third display module 1703 is further configured to display a pet control in response to a spectator operation for the first character among at least one characters, the pet control including a triggerable state; the third display module 1703 is configured to display a pet control in a triggerable state in response to a trigger operation of an open mode control; and to display at least one virtual pet owned by the first character in response to a trigger operation of the pet control in a triggerable state.

[0273] In one possible implementation, the third display module 1703 is further configured to display pet information corresponding to any virtual pet in response to a trigger operation on any of the at least one virtual pet owned by the first character.

[0274] In one possible implementation, the pet information corresponding to any virtual pet includes at least one of the following: pet attributes, pet characteristics, and pet skills.

[0275] In one possible implementation, the mode selection control includes a closed mode control, and the third display module 1703 is also used to hide the display of the first character's combat strength information in response to a trigger operation on the closed mode control.

[0276] In one possible implementation, the combat strength information of the first character includes at least one of the following: at least one virtual pet owned by the first character and at least one of the virtual skill information owned by the first character; wherein, at least one virtual pet includes at least one released first virtual pet and an unreleased backup virtual pet.

[0277] In one possible implementation, the second display module 1702 is further configured to display combat prompt information corresponding to the first character in response to the first character being in a turn-based combat state; the second display module 1702 is configured to display a spectator interface in response to the triggering operation of the combat prompt information corresponding to the first character.

[0278] In one possible implementation, the spectator interface includes a turn-based combat environment, a first display module 1701, which is also used to display a world environment, the turn-based combat environment being located at the target location within the world environment; and a third display module 1703, which is used to switch from the current interface in the world environment to the turn-based combat environment in response to a spectator operation targeting at least one of the characters, and a target location selection operation, and to display the spectator interface within the turn-based combat environment, the current interface being the interface corresponding to the environment in which the spectator is currently located in the world environment.

[0279] Referring to Figure 18, an embodiment of this application provides a block diagram of a turn-based battle display device, the device comprising:

[0280] Display module 1801 is used to display the first privacy settings interface for combat information. The combat information is related to the combat with the first character during turn-based combat. The first character is the character controlled by the spectator. The turn-based combat process is the turn-based combat process between the first character and at least one first virtual pet owned by the first character, and the second character and at least one second virtual pet owned by the second character. The second character is the opponent of the first character in the turn-based combat.

[0281] The disclosure module 1802 is used to disclose combat information of the specified information type to the observer in response to the disclosure operation of the specified information type set in the first privacy settings interface.

[0282] In one possible implementation, the combat information includes at least two information types, and the combat information of at least two information types includes combat information of a specified information type. The combat information of the specified information type is one or more of the following information types: pet information of the target virtual pet, historical round combat information of the first character, and skill effect information of the current first character; wherein, the target virtual pet is the virtual pet that the first character currently releases or is currently fighting among at least one first virtual pet.

[0283] In one possible implementation, the combat information of the specified information type includes the pet information of the target virtual pet; the disclosure module 1802 is used to disclose the pet information of the target virtual pet to the spectator device in response to the disclosure operation of the pet information of the target virtual pet set in the privacy settings interface.

[0284] In one possible implementation, the combat information of the specified information type includes the historical round combat information of the first role; the disclosure module 1802 is used to disclose the historical round combat information of the first role to the viewing device in response to the disclosure operation of the historical round combat information of the first role set in the privacy settings interface.

[0285] In one possible implementation, the combat information of the specified information type includes the skill effect information of the current first character; the disclosure module 1802 is used to disclose the skill effect information of the current first character to the spectator device in response to the disclosure operation of the skill effect information of the current first character set in the privacy settings interface.

[0286] In one possible implementation, the public module 1802 is further configured to display a second privacy settings interface for combat strength information, which is information related to the combat strength of the first character during combat; in response to the public operation of combat strength information of a specified information type set in the second privacy settings interface, the public module discloses the combat strength information of the specified information type to the observers.

[0287] In one possible implementation, the combat strength information includes at least two information types, and the combat strength information of at least two information types includes combat strength information of a specified information type; the combat strength information of the specified information type is one or more of the following information types: at least one of the following: at least one virtual pet owned by the first character, pet information corresponding to at least one virtual pet owned by the first character, and virtual skill information owned by the first character; wherein, at least one virtual pet includes at least one first virtual pet and a spare virtual pet not used in the battle process.

[0288] In one possible implementation, the pet information corresponding to any virtual pet includes at least one of the following: pet attributes, pet characteristics, and pet skills.

[0289] In one possible implementation, the display module 1801 is also used to display a spectator permission setting interface, which displays an allow spectator option and a disallow spectator option. Spectator permission refers to the permission of the spectator to spectate.

[0290] In one possible implementation, the display module 1801 is also used to display a battle interface, which displays a battle scene of a turn-based battle between a first character releasing at least one first virtual pet and a second character releasing at least one second virtual pet, as well as spectator prompts; wherein, the spectator prompts are used to provide information to the spectator.

[0291] In one possible implementation, the display module 1801 is also used to display information about the spectator in response to the triggering operation of the spectator prompt information.

[0292] In one possible implementation, the display module 1801 is also used to display a kick-out prompt message in response to the triggering operation of the spectator prompt message; the kick-out prompt message is used to remove the spectator after being triggered.

[0293] In one possible implementation, the display module 1801 is also used to display a screen showing the removal of the spectator in response to a kick-out notification.

[0294] It should be understood that the above-described apparatus is only illustrated by the division of the functional modules described above when implementing its functions. In practical applications, the functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process can be found in the method embodiments, which will not be repeated here.

[0295] In an exemplary embodiment, a computer device is also provided, comprising a processor and a memory storing at least one computer program. The at least one computer program is loaded and executed by one or more processors to enable the computer device to implement any of the aforementioned turn-based battle display methods. The computer device can be a server or a terminal device. The structures of the server and the terminal device will be described below.

[0296] Figure 19 is a schematic diagram of a server provided in an embodiment of this application. The server can vary considerably depending on its configuration or performance, and may include one or more processors 1901 and one or more memories 1902. The one or more memories 1902 store at least one computer program, which is loaded and executed by the one or more processors 1901 to enable the server to implement the turn-based battle display method provided in the various method embodiments described above. Of course, the server may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server may also include other components for implementing device functions, which will not be elaborated upon here.

[0297] Figure 20 is a schematic diagram of a terminal device provided in an embodiment of this application. The terminal device can be: a PC, mobile phone, smartphone, PDA, wearable device, PPC, tablet computer, smart car system, smart TV, smart speaker, smart voice interaction device, smart home appliance, in-vehicle terminal device, virtual reality (VR) device, augmented reality (AR) device. The terminal device may also be referred to as a user device, portable terminal device, laptop terminal device, desktop terminal device, or other names.

[0298] Typically, a terminal device includes a processor 2001 and a memory 2002.

[0299] The memory 2002 may include one or more computer-readable storage media, which may be non-transitory. The memory 2002 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 2002 are used to store at least one instruction, which is executed by the processor 2001 to cause the terminal device to implement the turn-based battle display method provided in the method embodiments of this application.

[0300] In some embodiments, the terminal device may also optionally include: a peripheral device interface 2003 and at least one peripheral device. The processor 2001, memory 2002, and peripheral device interface 2003 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 2003 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of: a radio frequency circuit 2004, a display screen 2005, a camera assembly 2006, an audio circuit 2007, and a power supply 2008.

[0301] In some embodiments, the terminal device further includes one or more sensors 2009. The one or more sensors 2009 include, but are not limited to: an acceleration sensor 2010, a gyroscope sensor 2011, a pressure sensor 2012, an optical sensor 2013, and a proximity sensor 2014.

[0302] Those skilled in the art will understand that the structure shown in FIG20 does not constitute a limitation on the terminal device, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0303] In an exemplary embodiment, a computer-readable storage medium is also provided, wherein a computer program is stored in the storage medium, and the computer program, when executed by a processor, implements the aforementioned turn-based battle display method. Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives), or optical disc, etc. The random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0304] In an exemplary embodiment, a computer program product is also provided, comprising a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the aforementioned turn-based battle display method.

[0305] It should be noted that the collection and processing of relevant data in this application (such as combat information and combat strength information of the observed party's equipment) should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

Claims

1. A display method of a turn-based battle game, wherein, Applied to the spectator's equipment, the method includes: Display at least one character in a turn-based battle. In response to a spectator action on the first character among the at least one characters, a spectator interface is displayed. The spectator interface is used to watch the turn-based battle between the first character and at least one first virtual pet owned by the first character, and a second character and at least one second virtual pet owned by the second character. The second character is the opponent of the first character in the turn-based battle. The spectator interface displays an information viewing entry, which, when triggered, displays battle information related to the first character. Based on the trigger operation of the information viewing entry, the combat information corresponding to the information viewing entry is displayed.

2. The method of claim 1, wherein, The number of information viewing entry points is at least two, and different information viewing entry points correspond to different types of combat information. The step of displaying combat information corresponding to the information viewing entry based on the triggered operation of the information viewing entry includes: Based on the trigger operation of any one of the at least two information viewing entrances, combat information of the specified information type corresponding to any one of the viewing entrances is displayed.

3. The method of claim 2, wherein, The specified information type of combat information is one or more of the following information types: pet information of the target virtual pet, historical round combat information of the first character, and current skill effect information of the first character; The target virtual pet is the virtual pet that the first character currently releases or is currently fighting among the at least one first virtual pet.

4. The method of claim 3, wherein, The information viewing entry includes a first viewing entry, and the combat information of the specified information type includes the pet information of the target virtual pet; The step of displaying combat information of a specified information type corresponding to any of the at least two information viewing entrances based on a triggered operation includes: Based on the trigger operation of the first viewing entry, the pet information of the target virtual pet corresponding to the first viewing entry is displayed.

5. The method of claim 3, wherein, The information viewing entry includes a second viewing entry, and the combat information of the specified information type includes the historical round combat information of the first character; The step of displaying combat information of a specified information type corresponding to any of the at least two information viewing entrances based on a triggered operation includes: Based on the trigger operation of the second viewing entry, the historical round combat information of the first character corresponding to the second viewing entry is displayed.

6. The method of claim 3, wherein, The information viewing entry includes a third viewing entry, and the combat information of the specified information type includes the skill effect information of the current first character; The step of displaying combat information of a specified information type corresponding to any of the at least two information viewing entrances based on a triggered operation includes: Based on the triggering operation of the third viewing entry, the skill effect information of the current first character corresponding to the third viewing entry is displayed.

7. The method according to any one of claims 1 to 6, wherein, The method further includes: In response to a spectator action on the first character among the at least one characters, a mode selection control is displayed. The mode selection control is used to select whether to display the combat strength information of the first character, which is used to represent relevant information about the combat strength of the first character during combat.

8. The method of claim 7, wherein, The mode selection control includes an enable mode control, and the method further includes: In response to the triggering operation of the activation mode control, the combat strength information of the first character is displayed.

9. The method of claim 8, wherein, The combat strength information of the first character includes: at least one virtual pet owned by the first character, the at least one virtual pet including the at least one first virtual pet, and an unreleased backup virtual pet; The method further includes: In response to a spectator action on the first character among the at least one characters, a pet control is displayed, the pet control including a triggerable state; The step of displaying the combat strength information of the first character in response to a trigger operation of the activation mode control includes: In response to a trigger operation on the activation mode control, the pet control in the triggerable state is displayed; In response to a trigger operation on the pet control of the triggerable state, at least one virtual pet owned by the first character is displayed.

10. The method of claim 9, wherein, The method further includes: In response to a trigger operation on any one of the at least one virtual pets owned by the first character, the pet information corresponding to that virtual pet is displayed.

11. The method of claim 7, wherein, The mode selection control includes a mode-closing control, and the method further includes: In response to the triggering operation of the closed mode control, the combat strength information of the first character is hidden.

12. The method of any one of claims 7 to 11, wherein, The combat strength information of the first character includes at least one of the following: at least one virtual pet owned by the first character, and at least one of the virtual skill information owned by the first character. The at least one virtual pet includes at least one released first virtual pet and an unreleased backup virtual pet.

13. The method of claim 12, wherein, The method further includes: In response to the first character being in a turn-based battle state, display the corresponding combat prompt information for the first character; The response to a spectator action for the first character among the at least one characters, displaying a spectator interface, includes: In response to the triggering operation of the combat prompt information corresponding to the first character, the spectator interface is displayed.

14. The method of any one of claims 1 to 13, wherein, The spectator interface includes a turn-based combat environment, and the method further includes: The open-world environment is displayed, and the turn-based combat environment is located at the target location within the open-world environment; The response to a spectator action for the first character among the at least one characters, displaying a spectator interface, includes: In response to the spectator operation for the first character among the at least one characters, and the selection operation for the target location, the display switches from the current interface in the open world environment to the turn-based combat environment, and displays the spectator interface in the turn-based combat environment, wherein the current interface is the interface corresponding to the environment in which the spectator is currently located in the open world environment.

15. A display method of a turn-based battle game, wherein, Applied to the device of the observed party, the method includes: The first privacy settings interface displays combat information, which is related to the combat with the first character during turn-based battles. The first character is the character controlled by the spectator's device. The turn-based battle is a turn-based battle between the first character and at least one first virtual pet owned by the first character, and a second character and at least one second virtual pet owned by the second character. The second character is the first character's opponent in the turn-based battle. In response to the public disclosure operation of combat information of a specified information type set in the first privacy settings interface, the combat information of the specified information type is disclosed to the observer's device.

16. The method of claim 15, wherein, The combat information includes at least two types of information, and the combat information of the at least two types of information includes the combat information of the specified information type. The combat information of the specified information type is one or more of the following information types: pet information of the target virtual pet, historical round combat information of the first character, and current skill effect information of the first character. The target virtual pet is the virtual pet that the first character currently releases or is currently fighting among the at least one first virtual pet.

17. The method of claim 16, wherein, The combat information of the specified information type includes the pet information of the target virtual pet; The step of disclosing the combat information of the specified information type to the observer's device in response to the operation of disclosing combat information of the specified information type set in the privacy settings interface includes: In response to the public disclosure of pet information of the target virtual pet set in the privacy settings interface, the pet information of the target virtual pet is disclosed to the spectator's device.

18. The method of claim 16, wherein, The specified information type of combat information includes the historical round combat information of the first character; The step of disclosing the combat information of the specified information type to the observer's device in response to the operation of disclosing combat information of the specified information type set in the privacy settings interface includes: In response to the public disclosure of the first character's historical round combat information set in the privacy settings interface, the first character's historical round combat information is disclosed to the spectator's device.

19. The method of claim 16, wherein, The combat information of the specified information type includes the skill effect information of the current first character; The step of disclosing the combat information of the specified information type to the observer's device in response to the operation of disclosing combat information of the specified information type set in the privacy settings interface includes: In response to the public disclosure of skill effect information for the current first character set in the privacy settings interface, the skill effect information of the current first character is disclosed to the spectator's device.

20. The method of any one of claims 15 to 19, wherein, The method further includes: The second privacy settings interface displays combat strength information, which is related to the combat strength of the first character during combat. In response to the operation of disclosing combat strength information of a specified information type set in the second privacy settings interface, the combat strength information of the specified information type is disclosed to the observer.

21. The method of claim 20, wherein, The combat capability information includes at least two information types, and the combat capability information of the at least two information types includes the combat capability information of the specified information type. The combat strength information of the specified information type is one or more of the following information types: at least one of the following: at least one virtual pet owned by the first character, pet information corresponding to at least one virtual pet owned by the first character, and virtual skill information owned by the first character; The at least one virtual pet includes the at least one first virtual pet, as well as a spare virtual pet not used in the battle process.

22. A virtual character-based viewing device, wherein, The device includes: The first display module is used to display at least one character in a turn-based battle. The second display module is used to respond to a spectator operation for the first character among the at least one characters and display a spectator interface. The spectator interface is used to watch the turn-based battle process between the first character and at least one first virtual pet owned by the first character, and the second character and at least one second virtual pet owned by the second character. The second character is the opponent of the first character in the turn-based battle. The spectator interface displays an information viewing entry. When the information viewing entry is triggered, it displays battle information related to the first character. The third display module is used to display the combat information corresponding to the information viewing entry based on the trigger operation of the information viewing entry.

23. A virtual character-based viewing device, wherein, The device includes: The display module is used to display the first privacy settings interface for combat information. The combat information is related information about the battle with the first character during the turn-based battle. The first character is the character controlled by the spectator. The turn-based battle is a turn-based battle between the first character and at least one first virtual pet owned by the first character, and a second character and at least one second virtual pet owned by the second character. The second character is the opponent of the first character in the turn-based battle. The disclosure module is used to disclose the combat information of the specified information type to the observers in response to the disclosure operation set in the first privacy settings interface for the specified information type.

24. A terminal device, wherein, The terminal device includes a processor and a memory, the memory storing a computer program, which is loaded and executed by the processor to implement the turn-based battle display method as described in any one of claims 1 to 21.

25. A computer readable storage medium or computer program product, wherein, The computer-readable storage medium stores the computer program product, which includes at least one computer program loaded and executed by a processor to implement the turn-based battle display method as described in any one of claims 1 to 21.