WO2022222673A1 - 棋盘画面的显示方法、装置、设备、存储介质及程序产品 - Google Patents

棋盘画面的显示方法、装置、设备、存储介质及程序产品 Download PDF

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Publication number
WO2022222673A1
WO2022222673A1 PCT/CN2022/082412 CN2022082412W WO2022222673A1 WO 2022222673 A1 WO2022222673 A1 WO 2022222673A1 CN 2022082412 W CN2022082412 W CN 2022082412W WO 2022222673 A1 WO2022222673 A1 WO 2022222673A1
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WO
WIPO (PCT)
Prior art keywords
user account
display
target user
account
identification
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PCT/CN2022/082412
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English (en)
French (fr)
Inventor
张雅
林琳
梁皓辉
钱杉杉
陈印超
文晗
李熠琦
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to JP2023537508A priority Critical patent/JP2024500830A/ja
Priority to KR1020237016079A priority patent/KR20230085187A/ko
Publication of WO2022222673A1 publication Critical patent/WO2022222673A1/zh
Priority to US17/976,389 priority patent/US20230049033A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/73Authorising game programs or game devices, e.g. checking authenticity
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history

Definitions

  • the embodiments of the present application relate to the technical field of application development, and in particular, to a method, apparatus, device, storage medium, and program product for displaying a chessboard screen.
  • the client displays an initial interface including a chessboard screen corresponding to the user's own account, and the interface displays an account display control; by clicking on the account display control, the initial interface is switched to display the account display interface , the account display interface displays the identifiers of multiple user accounts participating in the chess game; in order to view the chessboard screen of a specific user account among multiple user accounts, the user needs to find the identifier of the specific user account from multiple identifiers, Select the logo of the specific user account and click the chess board view control to confirm, then the account display interface can be switched to display the chessboard screen of the specific user account.
  • the user in order to view the chessboard screen of a specific user account, the user needs to search for the specific user account among multiple user accounts, and also needs to perform multiple operations and switch the interface multiple times to display the chessboard screen of the specific user account. The longer the time, the lower the viewing efficiency.
  • Embodiments of the present application provide a method, device, terminal device, and storage medium for displaying a chessboard screen, which saves a user's time-consuming chessboard screen for viewing a chessboard screen of a specific user account, and improves the viewing efficiency of a chessboard screen for a specific user account.
  • the technical solution is as follows:
  • a method for displaying a chessboard screen is provided, the method is executed by a terminal device, and the method includes:
  • the display interface displays a first chessboard picture of the first user account, and the first chess board picture is the chess board picture of the first user account in the chess game;
  • the account display column displays the identifiers of multiple user accounts, and the multiple user accounts are user accounts participating in the chess game;
  • a target board picture of the target user account is displayed, and the target board picture is the board picture of the target user account in the chess game.
  • a display device for a chessboard screen comprising:
  • the screen display module is used to display the display interface of the chess game, the display interface displays the first chessboard picture of the first user account, and the first chess board picture is the first user account in the chess game. chessboard screen;
  • an identification display module configured to display an account display column, where the account display column displays the identifications of multiple user accounts, and the multiple user accounts are user accounts participating in the chess game;
  • the identification display module is further configured to display the identification of the target user account in the display interface in response to an operation on the identification of the target user account among the identifications of the multiple user accounts;
  • the picture display module is configured to display the target chessboard picture of the target user account in response to the operation of the identification of the target user account, and the target chessboard picture is the target user account in the chess game. Checkerboard screen.
  • a terminal device includes a processor and a memory, and the memory stores at least one instruction, at least one program, a code set or an instruction set, the at least one The instructions, the at least one piece of program, the code set or the instruction set are loaded and executed by the processor to implement the above method for displaying a chessboard screen.
  • a computer-readable storage medium where at least one instruction, at least one piece of program, code set or instruction set is stored in the computer-readable storage medium, the at least one instruction, all the The at least one section of the program, the code set or the instruction set is loaded and executed by the processor to implement the above method for displaying a chessboard screen.
  • a computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the terminal device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the terminal device executes the above method for displaying a chessboard picture.
  • the target user account that the user is concerned about is selected from multiple user accounts participating in the chess game in advance, and the logo of the target user account is fixedly displayed in the quick display area.
  • the chessboard screen of the target user account can be directly displayed. Since only a small number of user account identifiers are displayed in the quick display area, it saves the time consumed by the user to find the identifier of the target user account; and, for a specific user account (ie, the target user account), the corresponding user account can be displayed with only one operation. Therefore, the technical solution provided by the embodiment of the present application saves the search time consumed by viewing the chessboard picture of a specific user account, simplifies the operation steps, and improves the viewing of the chessboard picture of the specific user account. efficiency.
  • FIG. 1 is a schematic diagram of an implementation environment provided by an embodiment of the present application.
  • FIG. 2 is a flowchart of a method for displaying a chessboard screen provided by an embodiment of the present application
  • FIG. 3 is a flowchart of a method for displaying a chessboard screen provided by another embodiment of the present application.
  • FIG. 4 is a schematic diagram of an interface provided by an embodiment of the present application.
  • FIG. 5 is a schematic diagram of an interface provided by another embodiment of the present application.
  • FIG. 6 is a schematic diagram of an interface provided by another embodiment of the present application.
  • FIG. 7 is a schematic diagram of an interface provided by another embodiment of the present application.
  • FIG. 8 is a flowchart of a method for displaying a chessboard screen provided by another embodiment of the present application.
  • FIG. 9 is a block diagram of a display device for a chessboard screen provided by an embodiment of the present application.
  • FIG. 10 is a block diagram of a display device for a chessboard screen provided by another embodiment of the present application.
  • FIG. 11 is a block diagram of a terminal provided by an embodiment of the present application.
  • Chess game refers to the game competition in which multiple user accounts participate in the game by setting up chess games.
  • the number of participating user accounts can be 4, 6, 8, 20, 40, 80, 100, etc.
  • the chess game may also be called a "hundred-person game”.
  • the number of participating user accounts may be specifically set by the relevant technical personnel according to the actual situation, which is not specifically limited in this embodiment of the present application.
  • each user account corresponds to one user, and through free choice among users or random matching by the system, multiple user accounts are assigned to their respective chess games to play against, and the number of user accounts in each chess game is the same or similar.
  • the number of user accounts in each chess game can be 2, 3, 4, 5, 6, 7, 8, etc., and the number of user accounts in each chess game can be set by relevant technical personnel. This application implements This example is not specifically limited.
  • Checkerboard screen The checkerboard screen is used to display the chess game set up by the user account.
  • a chessboard with a user account is displayed on the chessboard screen, and the chessboard is divided into a battle area and a preparation area.
  • the battle area includes several battle chess squares of the same size, and the battle chess squares are used to place the battle pieces to be played during the battle;
  • the preparation pieces will not participate in the battle during the battle, but can be dragged and placed in the battle area during the preparation phase.
  • the fighting pieces and the preparation pieces are collectively referred to as virtual pieces.
  • the images of the virtual chess pieces may be virtual characters, virtual animals, cartoon characters, etc., and the virtual chess pieces may be displayed by using a three-dimensional model.
  • the positions of the virtual pieces on the board can be changed.
  • the user can adjust the position of the battle pieces in the battle area, adjust the position of the preparation pieces in the preparation area, move the battle pieces to the preparation area (when there are free preparation squares in the preparation area), or move the preparation pieces to the battle area area. It should be noted that during the battle phase, the positions of the preparation pieces in the preparation area can still be adjusted.
  • the chess pieces can only be placed in the battle area of one's own side, and the chess pieces set by the enemy are not visible on the chessboard.
  • the number of user accounts participating in each game is 2, as an example, the competition method of the chess game is introduced: at the beginning of the chess game, multiple user accounts are randomly matched. After each game, if the user account meets the elimination conditions, the user account will be eliminated in the chess game, so that it cannot continue to play games with other user accounts in the chess game; not eliminated The user accounts of the chess game will continue to be played between pairs by random matching, and the remaining user accounts will be eliminated according to the elimination conditions until the end of the game.
  • users can not only watch the chessboard images of all their own user accounts, but also watch the chessboard images of other user accounts that they did not participate in, so as to understand how other users arrange their pieces.
  • FIG. 1 shows a schematic diagram of an implementation environment provided by an embodiment of the present application, and the implementation environment can be implemented as a display system of a chessboard picture.
  • the system 10 may include a terminal device 11 .
  • the terminal device 11 has a target application installed and running, such as a client of the target application, and a first user account is logged into the client.
  • Terminal equipment is an electronic device with data computing, processing and storage capabilities.
  • the terminal device may be a smart phone, a tablet computer, a PC (Personal Computer, personal computer), a wearable device, etc., which is not limited in this embodiment of the present application.
  • the terminal device 11 is a mobile terminal device with a touch display screen, and a user can realize human-computer interaction through the touch display screen.
  • the target application can be a game application, such as a chess and card game application, a MOBA (Multiplayer Online Battle Arena) game application, a shooting game application, a multiplayer gun battle survival game application, Battle royale survival game applications, LBS (Location Based Service, location-based service) game applications, etc., are not limited in this embodiment of the present application.
  • the chess and card game application may be a self-propelled chess game application.
  • the target application may also be any application with a display function of a chessboard screen, such as a social networking application, a payment application, a video application, a music application, a shopping application, a news application, and the like.
  • the execution subject of each step may be a terminal device 11 , such as a client running in the terminal device 11 .
  • the system 10 further includes a server 12, the server 12 establishes a communication connection (such as a network connection) with the terminal device 11, and the server 12 is used to provide background services for the target application.
  • the server may be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides cloud computing services.
  • the method for displaying a chessboard screen provided by the embodiment of the present application can be applied to a scene displayed by a display screen, and can also be applied to a display scene such as AR (Augmented Reality, augmented reality), VR (Virtual Reality, virtual reality), etc., This embodiment of the present application does not specifically limit this.
  • FIG. 2 shows a flowchart of a method for displaying a chessboard screen provided by an embodiment of the present application.
  • the method is applied to the client described above as an example for illustration.
  • the method may include the following steps (201-204):
  • Step 201 displaying a display interface of the chess game, and the display interface displays a first chessboard picture of a first user account.
  • the first user account is the user account logged in the client described above.
  • the display interface (also referred to as the interface) refers to the area displayed in the terminal device when the client is running.
  • the chessboard screen of the user account in the chess game can be displayed in the display interface, for example, in the display interface Displays the first chessboard screen.
  • the first chess board picture is a chess board picture of the first user account in a chess game.
  • a chess game refers to a game competition in which multiple user accounts participate in a chess game by setting up chess games. The way the pieces are played on the chessboard.
  • the chessboard screen displays the chessboard corresponding to the user account and the positions of the pieces on the chessboard.
  • the chessboard screen also displays the battle information of the corresponding chess game, such as the eliminated chess pieces and the number of chess pieces, the amount of virtual resources (such as virtual currency, life value, etc.) of both sides, and so on.
  • Step 202 displaying an account display column, where the identifiers of multiple user accounts are displayed in the account display column.
  • the plurality of user accounts are user accounts participating in the chess game.
  • the multiple user accounts refer to user accounts that still exist in the chess game and are eligible to continue participating in the chess game, that is, user accounts that still survive the chess game and have not been eliminated.
  • an account display control is also displayed in the display interface, and an account display bar is displayed in response to a trigger operation for the account display control.
  • Step 202 Part of the content of this step 202 may refer to steps 502 and 503 in the embodiment of FIG. 5 below, which will not be introduced here for the time being.
  • Step 203 in response to the operation on the identifier of the target user account among the identifiers of the multiple user accounts, display the identifier of the target user account in the display interface.
  • the presentation interface includes a shortcut display area, and the identifier of the target user account can be displayed in the shortcut display area.
  • the shortcut display area is located on the upper layer of the chessboard picture of the chess game.
  • the client terminal after recognizing the operation for the identification of the target user account, adds the identification of the target user account in the shortcut display area.
  • the shortcut display area and the first chessboard picture are simultaneously displayed in the client.
  • the quick display area is a part of the first chessboard picture; if the chessboard picture changes, the quick display area may be displayed in other chessboard pictures.
  • the shortcut display area is located on the upper layer of the chessboard image (eg, the first chessboard image); when the chessboard image changes, the display of the shortcut display area remains unchanged. That is, the client will not cancel the display of the shortcut display area due to the switching of the chessboard screen.
  • the identifier of the target user account includes a nickname, an avatar, a serial number in the chess game, and the like of the target user account.
  • the client when the client receives a selection instruction for the identifier of the target user account, it means that the user wants to make the display process of the chessboard screen of the target user account convenient and fast.
  • the upper limit of the number of target user accounts is less than the total number of user accounts participating in the chess game. For example, the total number of user accounts participating in a chess game is 100, and the maximum number of target user accounts is 4.
  • the total number of user accounts participating in the chess game can also be 89, 90, 92, 95, 98, 102, etc.
  • the upper limit of the number of target user accounts can also be 1, 2, 3, 5, 8, etc.
  • the total number of user accounts participating in the chess game and the upper limit of the number of target user accounts can be set by the relevant technical personnel according to the actual situation, which is not specifically limited in this embodiment of the present application.
  • the operation for the identification of the target user account among the identifications of the multiple user accounts refers to the operation of simultaneously selecting the identifications of multiple target user accounts, that is, the user Batch selection can be performed on the IDs of multiple target user accounts.
  • the operation on the identification of the target user account among the identifications of multiple user accounts refers to the operation of selecting the identifications of each target user account respectively, that is, the user has the identification of each target user account. Perform the same selection operation separately.
  • the step 202 further includes the following steps:
  • the operation on the identification of the target user account 31 among the identifications of the multiple user accounts includes two steps: firstly, receiving a pre-selection operation 32 for the identification of the target user account 31, and displaying the lock confirmation control 33; then Through the confirmation selection operation 34 of the lock confirmation control 33, the selection of the target user account 31 is confirmed, and the identification of the target user account 31 is displayed in the shortcut display area 35, thereby reducing selection errors caused by misoperation (for example, it is not necessary to select The probability that the identifier of the user account is fixedly displayed in the shortcut display area 35).
  • a lock confirmation control 33 is displayed near the identification of the target user account 31 .
  • the identification of the target user account 31 is highlighted, including but not limited to at least one of the following:
  • a display lock mark 41 is added to the identification of the target user account 31 .
  • the shortcut display area is displayed on the upper layer of the edge area of the interface.
  • the edge region of the interface may be the right edge region of the interface, or the left edge region of the interface, or the upper edge region of the interface, or the lower edge of the interface, thereby reducing or avoiding occlusion of the chessboard screen.
  • Step 204 in response to the operation on the identification of the target user account, display the target chessboard screen of the target user account.
  • the target chessboard picture is the chessboard picture of the target user account in the chess game.
  • the client receives the operation of identifying the target user account in the shortcut display area, cancels the display of the first chessboard picture, and switches and displays the first chessboard picture as the target chessboard picture.
  • a transition animation may be displayed for smoothly switching the chessboard picture.
  • the operation on the identification of the target user account in the shortcut display area may be a touch operation (such as a click operation, double-click operation, three (click operation, long press operation, sliding operation, etc.); the operation on the identification of the target user account in the quick display area may also be a voice control operation for the target user account.
  • the target user account that the user is concerned about is selected from multiple user accounts participating in the chess game in advance, and the identifier of the target user account is fixedly displayed in the quick display area,
  • the identifier of the target user account is fixedly displayed in the quick display area.
  • the user needs to view the chessboard screen of the target user account, he only needs to directly trigger the logo of the target user account in the quick display area, and the chessboard screen of the target user account can be directly displayed. Since only a small number of user account identifiers are displayed in the quick display area, it saves the time consumed by the user to find the identifier of the target user account; and, for a specific user account (ie, the target user account), the corresponding user account can be displayed with only one operation. Therefore, the technical solution provided by the embodiment of the present application saves the search time consumed by viewing the chessboard picture of a specific user account, simplifies the operation steps, and improves the viewing of the chessboard picture of the specific user account. efficiency
  • FIG. 5 shows a flowchart of a method for displaying a chessboard screen provided by another embodiment of the present application.
  • the method is applied to the client described above as an example for illustration.
  • the method may include the following steps (501-506):
  • Step 501 displaying the first chessboard screen of the first user account.
  • This step 501 is the same as or similar to that of the step 201 in the above-mentioned embodiment of FIG. 2 , and details are not repeated here.
  • Step 502 display the account display control.
  • a control layer is displayed on the upper layer of the chessboard picture (eg, the first chessboard picture), the control layer includes an account display control, and the account display control is triggered to display the identifiers of multiple user accounts.
  • the account display control displays the number of user accounts that have not yet been eliminated, and/or the account display control displays the number of all user accounts participating in the chess game.
  • Step 503 in response to the trigger operation for the account display control, display an account display column, and the account display column displays the identifiers of multiple user accounts.
  • an account display control 61 is displayed in the interface 60 .
  • an account display column 63 is displayed in the interface.
  • the account display operation 62 may be a touch operation (such as a click operation, a double-click operation, a triple-click operation, a long-press operation, a sliding operation, etc.) on the account display control by a touch body (such as a mouse cursor, a touch pen, a finger, a knuckle, etc.). ); the account presentation operation 62 may also be a voice control operation for the account presentation control 61 .
  • the account display bar is displayed on the upper layer of the first chessboard picture, with a certain degree of transparency; that is, the user can see the complete first chessboard picture through the account display bar, so that the user can know the first chessboard picture at any time.
  • the IDs of multiple user accounts participating in the chess game are displayed in the account display column, and the display area of the account display column 63 is smaller than or equal to the interface 60 .
  • the multiple user accounts corresponding to the multiple identifiers displayed in the account display column are user accounts that still remain in the chess game and are eligible to continue participating in the chess game; that is, the user accounts displayed in the account display column
  • the multiple user accounts corresponding to the multiple identifiers are user accounts that have not yet been eliminated.
  • Step 504 in response to the first drag operation 71 for the identification of the target user account 31 , in the case where the termination position of the first drag operation 71 is located in the shortcut display area 35 , in the shortcut display area The identification of the target user account 31 is displayed in 35 .
  • the first drag operation 71 is a drag operation from the account display column 63 to the shortcut display area 35 .
  • the shortcut display area 35 is located outside the account display column 63 , and there is no overlapping area with the account display column 63 . In other embodiments, a part of the shortcut display area overlaps with the account display bar.
  • the termination position of the first drag operation 71 if the termination position of the first drag operation 71 is located in the shortcut display area 35 , it means that the first drag operation 71 is a valid operation; if the termination position of the first drag operation 71 is located outside the shortcut display area 35 , indicating that the first drag operation 71 is an invalid operation, thereby reducing the probability of user misoperation.
  • this step 504 further includes the following steps:
  • the user drags the identifier of the target user account 31 from the account display bar 63 to the shortcut display area 35 , and based on the termination position of the first drag operation 71 , the target user
  • the logo of the account 31 is displayed in the quick display area 35, and the logo of the target user account 31 can be locked in the quick display area 35 in one operation, which simplifies the operation steps that the user needs to perform to lock the logo, reduces the operation time, and improves the performance of the user. operational efficiency.
  • determining the display position of the logo of the target user account in the quick display area further includes the following steps:
  • the candidate position closest to the termination position of the first drag operation is determined as the display position of the identifier of the target user account in the quick display area.
  • the candidate positions refer to vacant positions in the shortcut display area that are not marked. In other embodiments, the candidate positions refer to all the positions in the shortcut display area for displaying the logo, and the logo may not be displayed in the candidate positions, or the logo may already be displayed. If the candidate position closest to the stop position of the first drag operation is the candidate position A, and the logo of the target user account is not displayed in the candidate position A, the logo of the target user account is directly displayed in the candidate position A. In the case where the marker B is already displayed in the candidate location A, the display of the marker B in the candidate location A is cancelled, and the marker of the target user account is displayed in the candidate location A, and the marker B is displayed in other candidate locations.
  • the termination position of the first drag operation does not have to be very precise, as long as it is closer to the position you want to display than other display positions, the logo of the target user account can be successfully displayed in the corresponding position, thereby improving the convenience and convenience of operation. operational efficiency.
  • the identifiers in the shortcut display area are arranged and displayed in the order in which they are dragged into the shortcut display area.
  • the candidate location refers to a vacant location in the quick display area where the logo is not displayed, and the priority order of each location in the quick display area is preset; when the user drags the logo of the target user account into the quick display area, The identification of the target user account is displayed in the highest priority candidate location of the plurality of candidate locations.
  • the shortcut display area is located at the right edge area of the interface, and the candidate position with the highest priority is the uppermost and/or rightmost position among the multiple candidate positions; in an exemplary embodiment, the shortcut The display area is the left edge area of the interface, and the candidate position with the highest priority is the uppermost and/or leftmost position among the multiple candidate positions; in an exemplary embodiment, the shortcut display area is the upper edge of the interface area, the candidate position with the highest priority is the uppermost, leftmost or rightmost position among the multiple candidate positions; in an exemplary embodiment, the shortcut display area is the lower edge area of the interface, and the highest priority The candidate position is the lowermost or the leftmost or the rightmost position among the plurality of candidate positions.
  • the display position of the identifier of the target user account in the shortcut display area can still be adjusted. For example, through the second drag operation, drag the identifier of the target user account that has been displayed in the shortcut display area to another position in the shortcut display area; according to the termination position of the second drag operation, determine the identifier of the target user account The updated display location and redisplay the target user account ID in the updated display location.
  • the display position of the logo of the user account can still be adjusted, thereby improving the display flexibility of the logo of the user account in the quick display area.
  • the cancel selection operation may be a touch operation (such as a click operation, a double-click operation, a triple-click operation, a long-press operation, a sliding operation) by a touch object (such as a mouse cursor, a touch pen, a finger, a knuckle, etc.) on the identification of the target user account. etc.); the deselect operation can also be a voice control operation for the target user account.
  • the cancel selection operation may be an operation for the identification of the target user account in the quick display area, or may be an operation for the identification of the target user account in the account display column.
  • changing the display status of the logo of the target user account may refer to changing the color (such as changing from color to gray or black), brightness (such as reducing the brightness), and size (such as a smaller display size) of the logo of the target user account. ; It can also refer to adding a sign showing elimination in or near the identification of the target user account (such as adding text marks that display "elimination", "out", or adding an icon that shows elimination) .
  • Step 505 in response to the operation on the identification of the target user account in the shortcut display area, display the target chessboard screen of the target user account.
  • step 505 is the same as or similar to that of step 204 in the above-mentioned embodiment of FIG. 2 , and details are not repeated here.
  • Step 506 in response to the interactive operation, display the interactive information between the first user account and the target user account on the target chessboard screen.
  • a control layer is displayed on the upper layer of the chess board picture of the chess game, and the control layer is used to control the chess state of the first user account.
  • the interaction information is information for prompting the user corresponding to the target user account to arrange the chess game for the user corresponding to the first user account with respect to the chess game of the target user account. That is, the user corresponding to the target user account can adjust the layout of the game of the target user account according to the prompt of the user corresponding to the first user account.
  • the target user account is an account that has established a friend relationship with the first user account. That is to say, only user accounts that have established a friendship relationship (such as user accounts that follow each other) can view the chessboard screen of each other's accounts, thereby improving the confidentiality of the battle state of the chess game the users are in.
  • the identifier of the first user account is also displayed in the interface (for example, displayed in the shortcut display area), and in response to the check operation of the game for the identifier of the first user account, the display of the first user account is returned. chessboard screen.
  • a chess game return control is displayed in the interface (such as a control layer in the interface), and the chessboard screen displayed in the interface is switched and displayed as the first user account through the return operation for the chess game return control.
  • Checkerboard screen is displayed in the interface (such as a control layer in the interface), and the chessboard screen displayed in the interface is switched and displayed as the first user account through the return operation for the chess game return control.
  • the method further includes the following steps:
  • the chessboard picture of the first user account refers to the chessboard picture displayed by the client to which the first user account is logged in.
  • the chessboard picture may refer to the first chessboard picture of the first user account participating in the game, or It can refer to other chess board images in the chess game where the first user account does not participate in the game.
  • the first user account is logged in the first client running in the first terminal device
  • the target user account is logged in the second client running in the second terminal device
  • the first terminal device and The second terminal devices respectively establish communication connections (eg, network connections) with the server.
  • the first client generates a chess game viewing request for the target user account, and sends the chess game viewing request to the server; the server forwards the chess game viewing request to the second client; if the second client receives a chess game viewing request Confirmation instruction, indicating that the user corresponding to the target user account agrees to the chess game viewing request, the second client generates request confirmation information for the chess game viewing request, and sends the request confirmation information to the server; the server sends the request confirmation information to the first client The corresponding requesting a confirmation instruction; the first client terminal displays the identifier of the target user account in the interface according to the requesting confirmation instruction.
  • the user corresponding to the first user account can view the target chessboard screen only after the user corresponding to the target user account agrees, thereby improving the confidentiality of the battle state of the chess game the user is in.
  • the identifier of the target user account can be locked in the quick display area through the step of the first drag operation, which simplifies the need for the user to lock the identifier of a specific user account.
  • the operation steps performed reduce the operation time and improve the operation efficiency.
  • the drag operation is also used to determine the display position of the logo of the target user account in the quick display area, which further improves the operation efficiency of the user locking the logo.
  • the display method of the chessboard screen provided by the present application will be summarized and introduced with reference to FIG. 8 .
  • the method includes the following steps (801-806):
  • Step 801 click the account display control displayed in the interface to display the account display column, and the account display column displays the identifiers of multiple user accounts;
  • Step 802 long press the identifier of the target user account to display the lock confirmation control
  • Step 803 click the lock confirmation control, and display the identifier of the target user account in the shortcut display area of the interface;
  • Step 804 click the logo of the target user account in the shortcut display area to display the chessboard screen of the target user account;
  • Step 805 click the account display control displayed in the interface again to display the account display column;
  • Step 806 long press the identifier of the target user account in the account display column, and cancel the display of the identifier of the target user account in the shortcut display area.
  • FIG. 9 shows a block diagram of a display device for a chessboard image provided by an embodiment of the present application.
  • the device has the function of realizing the above-mentioned method example for displaying the chessboard picture, and the function can be realized by hardware, or can be realized by executing corresponding software by the hardware.
  • the apparatus may be the terminal equipment described above, or may be set on the terminal equipment.
  • the apparatus 900 may include: a picture display module 910 and an identification display module 930 .
  • the screen display module 910 is used to display the display interface of the chess game, the display interface displays the first chessboard picture of the first user account, and the first chess board picture is that the first user account is in the chess game. chessboard screen.
  • the identification display module 920 is configured to display an account display column, where the account display column displays the identifications of multiple user accounts, and the multiple user accounts are user accounts participating in the chess game.
  • the identification display module 920 is further configured to display the identification of the target user account in the display interface in response to an operation on the identification of the target user account among the identifications of the multiple user accounts.
  • the screen display module 910 is further configured to display the target chessboard screen of the target user account in response to the operation of the identification of the target user account, and the target board screen is the target user account playing in the chess game.
  • the chessboard screen in .
  • the target user account that the user is concerned about is selected from multiple user accounts participating in the chess game in advance, and the identifier of the target user account is fixedly displayed in the quick display area,
  • the identifier of the target user account is fixedly displayed in the quick display area.
  • the user needs to view the chessboard screen of the target user account, he only needs to directly trigger the logo of the target user account in the quick display area, and the chessboard screen of the target user account can be directly displayed. Since only a small number of user account identifiers are displayed in the quick display area, it saves the time consumed by the user to find the identifier of the target user account; and, for a specific user account (ie, the target user account), the corresponding user account can be displayed with only one operation. Therefore, the technical solution provided by the embodiment of the present application saves the search time consumed by viewing the chessboard picture of a specific user account, simplifies the operation steps, and improves the viewing of the chessboard picture of the specific user account. efficiency
  • the identification display module 920 is used to:
  • the identification of the target user account is displayed in the shortcut display area.
  • an account display control is also displayed in the display interface; the identification display module 920 is configured to display the account display bar in response to a triggering operation for the account display control.
  • the presentation interface includes a shortcut display area, and the identifier of the target user account is displayed in the shortcut display area.
  • the identification display module 920 is further configured to, in response to a first drag operation for the identification of the target user account, terminate the first drag operation When the location is located in the shortcut display area, the identifier of the target user account is displayed in the shortcut display area.
  • the apparatus 900 further includes: a position determination module 930 .
  • the position determination module 930 is configured to determine the display position of the identifier of the target user account in the shortcut display area according to the termination position of the first drag operation.
  • the identification display module 920 is further configured to display the identification of the target user account according to the display position of the identification of the target user account in the shortcut display area.
  • the shortcut display area includes a plurality of candidate positions; as shown in FIG. 10 , the position determination module 930 is configured to:
  • the candidate position closest to the termination position of the first drag operation is determined as the display position of the identifier of the target user account in the shortcut display area.
  • the identifiers in the shortcut display area are displayed in an order of being dragged into the shortcut display area.
  • the quick display area is located on the upper layer of the chessboard picture of the chess game.
  • a control layer is displayed on the upper layer of the chess board screen of the chess game, and the control layer is used to control the chess state of the first user account; as shown in FIG. 10 , the apparatus 900 further includes : Information display module 940 .
  • the information display module 940 is configured to display the interaction information between the first user account and the target user account in the target chessboard screen in response to the interaction operation; wherein the interaction information is the first user account.
  • a user corresponding to a user account prompts the user corresponding to the target user account to perform chess game layout information.
  • the first user account is an account that has established a friend relationship with the target user account.
  • the apparatus 900 further includes: a request sending module 950 .
  • the request sending module 950 is configured to generate and send a chess game viewing request for the target user account, where the chess game viewing request carries the identifier of the target user account.
  • the identification display module 920 is further configured to display the identification of the target user account in the display interface in response to an operation on the identification of the target user account and the chess game viewing request is confirmed.
  • the apparatus 900 further includes: a display changing module 960 .
  • the display changing module 960 is configured to cancel the display of the identifier of the target user account in the display interface in response to the cancel selection operation for the identifier of the target user account; In the case of being eliminated in the chess game, cancel the display of the logo of the target user account in the display interface, or change the display state of the logo of the target user account.
  • the identification display module 920 is further configured to, in response to a second drag operation for the identification of the target user account, display the displayed information at the display position after the identification of the target user account is updated.
  • the identifier of the target user account; wherein, the updated display position is determined according to the termination position of the second drag operation.
  • FIG. 11 shows a structural block diagram of a terminal device 1100 provided by an embodiment of the present application.
  • the terminal device 1100 may be an electronic device such as a mobile phone, a tablet computer, a game console, an e-book reader, a multimedia playback device, a wearable device, a PC, and the like.
  • the terminal device is used to implement the display method of the chessboard picture provided in the above-mentioned embodiment.
  • the terminal device may be the terminal device 11 in the implementation environment shown in FIG. 1 . Specifically:
  • the terminal device 1100 includes: a processor 1101 and a memory 1102 .
  • the processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
  • the processor 1101 can be implemented by at least one hardware form among DSP (Digital Signal Processing, digital signal processing), FPGA (Field Programmable Gate Array, field programmable gate array), and PLA (Programmable Logic Array, programmable logic array).
  • the processor 1101 may also include a main processor and a coprocessor.
  • the main processor is a processor used to process data in the wake-up state, also called CPU (Central Processing Unit, central processing unit); the coprocessor is A low-power processor for processing data in a standby state.
  • the processor 1101 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used for rendering and drawing the content that needs to be displayed on the display screen.
  • the processor 1101 may further include an AI (Artificial Intelligence, artificial intelligence) processor, where the AI processor is used to process computing operations related to machine learning.
  • AI Artificial Intelligence, artificial intelligence
  • Memory 1102 may include one or more computer-readable storage media, which may be non-transitory. Memory 1102 may also include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices, flash storage devices. In some embodiments, a non-transitory computer-readable storage medium in memory 1102 is used to store at least one instruction, at least one segment of a program, a set of code, or a set of instructions, and is configured to be executed by one or more processors to The display method of the above-mentioned chessboard screen is realized.
  • the terminal device 1100 may optionally further include: a peripheral device interface 1103 and at least one peripheral device.
  • the processor 1101, the memory 1102 and the peripheral device interface 1103 may be connected through a bus or a signal line.
  • Each peripheral device can be connected to the peripheral device interface 1103 through a bus, a signal line or a circuit board.
  • the peripheral device includes: at least one of a radio frequency circuit 1104 , a display screen 1105 , an audio circuit 1107 and a power supply 1109 .
  • FIG. 11 does not constitute a limitation on the terminal device 1100, and may include more or less components than the one shown, or combine some components, or adopt different component arrangements.
  • a computer-readable storage medium stores at least one instruction, at least one piece of program, code set or instruction set, the at least one instruction, the at least one piece of program .
  • the code set or the instruction set is executed by the processor to implement the above method for displaying a chessboard picture.
  • the computer-readable storage medium may include: ROM (Read-Only Memory, read-only memory), RAM (Random-Access Memory, random access memory), SSD (Solid State Drives, solid-state hard disk), or an optical disk.
  • the random access memory may include ReRAM (Resistance Random Access Memory, resistive random access memory) and DRAM (Dynamic Random Access Memory, dynamic random access memory).
  • a computer program product comprising computer instructions stored in a computer readable storage medium.
  • the processor of the terminal device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the terminal device executes the above method for displaying a chessboard picture.

Abstract

本申请实施例提供了一种棋盘画面的显示方法、装置、设备、存储介质及程序产品,涉及应用程序开发技术领域。所述方法包括:显示棋局比赛的展示界面,展示界面中显示有第一用户帐号的第一棋盘画面所述第一棋盘画面为所述第一用户帐号在棋局比赛中的棋盘画面(201);显示帐号展示栏,帐号展示栏中显示有多个用户帐号的标识(202);响应于对多个用户帐号的标识中的目标用户帐号的标识的操作,在展示界面中显示目标用户帐号的标识(203);响应于对展示界面中的目标用户帐号的标识的操作,显示目标用户帐号的目标棋盘画面(204)。本申请实施例提供的技术方案,节省了用户查看特定的用户帐号的棋盘画面的耗时。

Description

棋盘画面的显示方法、装置、设备、存储介质及程序产品
本申请要求于2021年04月23日提交的、申请号为202110442152.7、发明名称为“棋盘画面的显示方法、装置、终端设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及应用程序开发技术领域,特别涉及一种棋盘画面的显示方法、装置、设备、存储介质及程序产品。
背景技术
随着应用程序开发技术的发展,市场上出现了各种各样的棋类竞技游戏。
在相关技术中,对于棋局比赛,客户端中显示包含有用户自己的帐号所对应棋盘画面的初始界面,界面中显示有帐号展示控件;通过点击帐号展示控件,将初始界面切换显示为帐号展示界面,帐号展示界面中显示有参与该棋局比赛的多个用户帐号的标识;为了查看多个用户帐号中某个特定用户帐号的棋盘画面,用户需要从多个标识寻找出该特定用户帐号的标识、选中该特定用户帐号的标识、并点击棋局查看控件进行确认,才能将帐号展示界面切换显示为该特定用户帐号的棋盘画面。
在上述相关技术中,用户为了查看特定用户帐号的棋盘画面,需要在多个用户帐号中搜寻特定用户帐号,还需要执行多次操作并经过多次界面切换才能显示特定用户帐号的棋盘画面,耗时较长,查看效率较低。
发明内容
本申请实施例提供了一种棋盘画面的显示方法、装置、终端设备及存储介质,节省了用户查看特定用户帐号的棋盘画面的耗时棋盘画面,提高了对特定用户帐号的棋盘画面的查看效率。所述技术方案如下:
根据本申请实施例的一个方面,提供了一种棋盘画面的显示方法,所述方法由终端设备执行,所述方法包括:
显示棋局比赛的展示界面,所述展示界面中显示有第一用户帐号的第一棋盘画面,所述第一棋盘画面为所述第一用户帐号在所述棋局比赛中的棋盘画面;
显示帐号展示栏,所述帐号展示栏中显示有多个用户帐号的标识,所述多个用户帐号为参与所述棋局比赛的用户帐号;
响应于对所述多个用户帐号的标识中的目标用户帐号的标识的操作,在所述展示界面中显示所述目标用户帐号的标识;
响应于对所述目标用户帐号的标识的操作,显示所述目标用户帐号的目标棋盘画面,所述目标棋盘画面为所述目标用户帐号在所述棋局比赛中的棋盘画面。
根据本申请实施例的一个方面,提供了一种棋盘画面的显示装置,所述装置包括:
画面显示模块,用于显示棋局比赛的展示界面,所述展示界面中显示有第一用户帐号的第一棋盘画面,所述第一棋盘画面为所述第一用户帐号在所述棋局比赛中的棋盘画面;
标识显示模块,用于显示帐号展示栏,所述帐号展示栏中显示有多个用户帐号的标识,所述多个用户帐号为参与所述棋局比赛的用户帐号;
所述标识显示模块,还用于响应于对所述多个用户帐号的标识中的目标用户帐号的标识的操作,在所述展示界面中显示所述目标用户帐号的标识;
所述画面显示模块,用于响应于对所述目标用户帐号的标识的操作,显示所述目标用户帐号的目标棋盘画面,所述目标棋盘画面为所述目标用户帐号在所述棋局比赛中的棋盘画面。
根据本申请实施例的一个方面,提供了一种终端设备,所述终端设备包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现上述棋盘画面的显示方法。
根据本申请实施例的一个方面,提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现上述棋盘画面的显示方法。
根据本申请实施例的一个方面,提供了一种计算机程序产品,该计算机程序产品包括计算机指令,该计算机指令存储在计算机可读存储介质中。终端设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该终端设备执行上述棋盘画面的显示方法。
本申请实施例提供的技术方案可以包括如下有益效果:
通过预先从参与棋局比赛的多个用户帐号选出用户关注的目标用户帐号,并将目标用户帐号的标识固定显示在快捷显示区域中,当用户需要查看目标用户帐号的棋盘画面时,只需直接触发快捷显示区域中目标用户帐号的标识,即可直接显示目标用户帐号的棋盘画面。由于快捷显示区域中仅显示有少量用户帐号的标识,节省了用户寻找目标用户帐号的标识所消耗的时间;并且,对于特定用户帐号(即目标用户帐号),仅需通过一步操作即可显示对应的棋盘画面,操作步骤少,因而本申请实施例提供的技术方案,节省了查看特定用户帐号的棋盘画面所消耗的搜寻时间,简化了操作步骤,从而提高了对特定用户帐号的棋盘画面的查看效率。
附图说明
图1是本申请一个实施例提供的实施环境的示意图;
图2是本申请一个实施例提供的棋盘画面的显示的方法的流程图;
图3是本申请另一个实施例提供的棋盘画面的显示的方法的流程图;
图4是本申请一个实施例提供的界面的示意图;
图5是本申请另一个实施例提供的界面的示意图;
图6是本申请另一个实施例提供的界面的示意图;
图7是本申请另一个实施例提供的界面的示意图;
图8是本申请另一个实施例提供的棋盘画面的显示的方法的流程图;
图9是本申请一个实施例提供的棋盘画面的显示装置的框图;
图10是本申请另一个实施例提供的棋盘画面的显示装置的框图;
图11是本申请一个实施例提供的终端的框图。
具体实施方式
这里将详细地对示例性实施例进行说明,其示例表示在附图中。下面的描述涉及附图时,除非另有表示,不同附图中的相同数字表示相同或相似的要素。以下示例性实施例中所描述的实施方式并不代表与本申请相一致的所有实施方式。相反,它们仅是与如所附权利要求书中所详述的、本申请的一些方面相一致的方法的例子。
首先,对本申请实施例涉及的名词进行简要介绍。
棋局比赛:是指多个用户帐号参与的通过布设棋局进行对战的游戏竞赛。在一场棋局比赛中,参与的用户帐号的数量可以为4、6、8、20、40、80、100等。在一场棋局比赛中参与的用户帐号的数量为100或100左右(如90、92、95、102、105等)时,该棋局比赛也可称为“百人赛”。可选地,一场棋局比赛中,参与的用户帐号的数量具体可以由相关技术人员根据实际情况进行设定,本申请实施例对此不作具体限定。
在一些实施例中,每个用户帐号对应有一个用户,通过用户之间的自由选择或系统随机匹配,多个用户帐号被分配到各自的棋局中进行对战,每个棋局中用户帐号的数量相同或相近。可选地,每个棋局中用户帐号的数量可以为2、3、4、5、6、7、8等等,每个棋局中用户帐号的数量可以由相关技术人员进行设定,本申请实施例对此不作具体限定。
棋盘画面:棋盘画面用于展示用户帐号所布设的棋局。可选地,棋盘画面中显示有用户帐号的棋盘,棋盘被划分为对战区域和备战区域。其中,对战区域包括若干个大小相同的对战棋格,该对战棋格用于放置对战过程中进行对战的对战棋子;备战区域包括若干个备战棋格,该备战棋格用于放置备战棋子,该备战棋子在对战过程中并不会参与对战,但是可以在准备阶段被拖动放置在对战区域。
在一些实施例中,对战棋子和备战棋子统称为虚拟棋子。其中,虚拟棋子的形象可以为虚拟人物、虚拟动物、动漫人物等等,且虚拟棋子可以采用三维模型进行展示。可选的,虚拟棋子在棋盘上所处的位置可以改变。在准备阶段,用户可以调整对战区域中对战棋子的位置、调整备战区域中备战棋子的位置、将对战棋子移动至备战区域(备战区域存在空闲备战棋格时),或,将备战棋子移动至对战区域。需要说明的是,在对战阶段,备战区域中的备战棋子的位置仍旧能够被调整。此外,在棋局的准备阶段,对战棋子仅能够设置在己方对战区域,且敌方设置的对战棋子在棋盘上不可见。
下面,以一场棋局比赛中,参与每一对局的用户帐号的数量为2为例,对棋局比赛的竞赛方式进行介绍:棋局比赛开始时,多个用户帐号通过随机匹配的方式两两之间进行对局;每一对局结束后,若用户帐号达到淘汰条件,则在该棋局比赛中淘汰该用户帐号,使其不能继续在该棋局比赛中与其他用户帐号进行对局;未被淘汰的用户帐号继续通过随机匹配的方式两两之间进行对局并按照淘汰条件对剩余的用户帐号进行淘汰,直到该棋局比赛结束。在棋局比赛中,用户不仅可以观看自己所有的用户帐号的棋盘画面,还可以观看其他用户帐号的、自己未参与的对局的棋盘画面,从而了解其他用户对棋子的布设方式。
请参考图1,其示出了本申请一个实施例提供的实施环境的示意图,该实施环境可以实现为棋盘画面的显示系统。如图1所示,该系统10可以包括终端设备11。
终端设备11中安装并运行有目标应用程序,如目标应用程序的客户端,客户端中登录有第一用户帐号。终端设备是具备数据计算、处理和存储能力的电子设备。终端设备可以是智能手机、平板电脑、PC(Personal Computer,个人计算机)、可穿戴设备等等,本申请实施例对此不作限定。可选地,终端设备11是具备触摸显示屏的移动终端设备,用户能够通过该触摸显示屏实现人机交互。该目标应用程序可以是游戏应用程序,如棋牌类游戏应用程序、MOBA(Multiplayer Online Battle Arena,多人在线战术竞技)类游戏应用程序、射击类游戏应用程序、多人枪战类生存游戏应用程序、大逃杀生存类游戏应用程序、LBS(Location Based Service,基于位置服务)类游戏应用程序等等,本申请实施例对此不作限定。其中,棋牌类游戏应用程序可以为自走棋类游戏应用程序。该目标应用程序还可以是社交应用程序、支付应用程序、视频应用程序、音乐应用程序、购物应用程序、新闻应用程序等任何具有棋盘画面的显示功能的应用程序。本申请实施例提供的方法,各步骤的执行主体可以是终端设备11,如运行在该终端设备11中的客户端。
在一些实施例中,该系统10还包括服务器12,服务器12与终端设备11建立有通信连接(如网络连接),服务器12用于为目标应用程序提供后台服务。服务器可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云计算服务的云服务器。
本申请实施例提供的棋盘画面的显示方法,可以应用于通过显示屏进行显示的场景中,也可以应用于AR(Augmented Reality,增强现实)、VR(Virtual Reality,虚拟现实)等显示场景中,本申请实施例对此不作具体限定。
下面,通过几个实施例对本申请技术方案进行介绍说明。
请参考图2,其示出了本申请一个实施例提供的棋盘画面的显示的方法的流程图。在本实施例中,以该方法应用于上文介绍的客户端中来举例说明。该方法可以包括如下几个步骤(201~204):
步骤201,显示棋局比赛的展示界面,展示界面中显示有第一用户帐号的第一棋盘画面。
可选地,第一用户帐号是上文介绍的客户端中登录的用户帐号。在一些实施例中,展示界面(也可以称为界面)是指客户端运行时在终端设备中显示的区域,棋局比赛中的用户帐号的棋盘画面可以在展示界面中进行显示,如在展示界面中显示第一棋盘画面。在一些实施例中,第一棋盘画面为第一用户帐号在棋局比赛中的棋盘画面,棋局比赛是指多个用户帐号参与的通过布设棋局进行对战的游戏竞赛,棋局是指下棋时各方棋子在棋盘中的对阵形式。在一些实施例中,棋盘画面中显示有用户帐号对应的棋盘以及棋子在棋盘中所在的位置。可选地,棋盘画面中还显示有对应棋局的对战信息,如对战双方被淘汰的棋子以及棋子数量、对战双方的虚拟资源(如虚拟货币、生命值等)的量等等。
步骤202,显示帐号展示栏,帐号展示栏中显示有多个用户帐号的标识。
在一些实施例中,多个用户帐号为参与棋局比赛的用户帐号。在另一些实施例中,多个用户帐号是指仍然留存在棋局比赛中,且有继续参与该棋局比赛资格的用户帐号,即仍然存活在该棋局比赛中、仍未被淘汰的用户帐号。
在一些实施例中,展示界面中还显示有帐号展示控件,响应于针对帐号展示控件的触发操作,显示帐号展示栏。
该步骤202的部分内容可以参见下述图5实施例中的步骤502和503,此处暂不介绍。
步骤203,响应于对多个用户帐号的标识中的目标用户帐号的标识的操作,在展示界面中显示目标用户帐号的标识。
在一些实施例中,展示界面包括快捷显示区域,目标用户帐号的标识可以显示在快捷显示区域中。可选地,快捷显示区域位于棋局比赛的棋盘画面的上层。
在一些实施例中,客户端识别出针对目标用户帐号的标识的操作后,在快捷显示区域中添加显示目标用户帐号的标识。在一些实施例中,客户端中同时显示有快捷显示区域和第一棋盘画面。可选地,快捷显示区域为第一棋盘画面的一部分区域;若棋盘画面发生改变,快捷显示区域可以显示在其他的棋盘画面中。可选地,快捷显示区域位于棋盘画面(如第一棋盘画面)的上层;当棋盘画面发生变化时,快捷显示区域的显示保持不变。即客户端不会因为棋盘画面的切换而取消显示快捷显示区域。
可选地,目标用户帐号的标识包括目标用户帐号的昵称、头像、在该棋局比赛中的序号等等。在一些实施例中,客户端接收到针对目标用户帐号的标识的选择指令,即表示用户想要使得目标用户帐号的棋盘画面的显示过程变得方便快捷。其中,目标用户帐号的数量上限,少于参与棋局比赛的用户帐号的总数量。例如,参与棋局比赛的用户帐号的总数量为100个,目标用户帐号的数量上限为4个。显然,参与棋局比赛的用户帐号的总数量还可以为89、90、92、95、98、102个等等,目标用户帐号的数量上限还可以为1个、2个、3个、5个、8个等等,参与棋局比赛的用户帐号的总数量和目标用户帐号的数量上限均可以由相关技术人员根据实际情况进行设定,本申请实施例对此不作具体限定。
在一些实施例中,当目标用户帐号的数量为多个时,针对多个用户帐号的标识中的目标用户帐号的标识的操作,是指同时选择多个目标用户帐号的标识的操作,即用户可以对多个目标用户帐号的标识进行批量选择。在另一些实施例中,针对多个用户帐号的标识中的目标用户帐号的标识的操作,是指对各个目标用户帐号的标识分别进行选择的操作,即用户对每个目标用户帐号的标识都分别进行相同的选择操作。
在一些实施例中,如图3所示,该步骤202还包括如下几个步骤:
1、响应于针对目标用户帐号31的预选择操作32,显示目标用户帐号对应的锁定确认控件33;
2、响应于针对锁定确认控件33的确认选择操作34,在快捷显示区域中显示目标用户帐 号31的标识。
在该实现方式中,对多个用户帐号的标识中的目标用户帐号31的标识的操作包括两个步骤:先接收针对目标用户帐号31的标识的预选择操作32,显示锁定确认控件33;然后通过对锁定确认控件33的确认选择操作34,确认选择目标用户帐号31,并将目标用户帐号31的标识显示在快捷显示区域35中,从而减少因误操作而导致选择错误(如将不需要选择的用户帐号的标识固定显示在了快捷显示区域35中)的概率。
可选地,锁定确认控件33显示在目标用户帐号31的标识附近。
在一些实施例中,针对目标用户帐号31的预选择操作32之后,突出显示目标用户帐号31的标识,包括但不限于以下至少一项:
(1)将除目标用户帐号31的标识之外的其他标识由彩色变更为灰色;
(2)提升除目标用户帐号31的标识之外的其他标识的透明度,或降低除目标用户帐号31的标识之外的其他标识的亮度;
(3)高亮显示目标用户帐号31的标识;
(4)如图4所示,在目标用户帐号31的标识中添加显示锁定标记41。
在一些实施例中,快捷显示区域显示在界面的边缘区域的上层。其中,界面的边缘区域可以是界面的右侧边缘区域、或界面的左侧边缘区域、或界面的上方边缘区域、或界面的下方边缘,从而减少或避免对棋盘画面的遮挡。
步骤204,响应于对目标用户帐号的标识的操作,显示目标用户帐号的目标棋盘画面。
在一些实施例中,目标棋盘画面为目标用户帐号在棋局比赛中的棋盘画面。在一些实施例中,客户端接收到对快捷显示区域中的目标用户帐号的标识的操作,取消显示第一棋盘画面,并将第一棋盘画面切换显示为目标棋盘画面。可选地,将第一棋盘画面切换显示为目标棋盘画面的过程中,可以显示有过渡动画,用于平滑地切换棋盘画面。
对快捷显示区域中的目标用户帐号的标识的操作,可以是触摸体(如鼠标光标、触摸笔、手指、指关节等)针对目标用户帐号的标识的触摸操作(如点击操作、双击操作、三击操作、长按操作、滑动操作等);对快捷显示区域中的目标用户帐号的标识的操作,也可以是针对目标用户帐号的语音控制操作。
综上所述,本申请实施例提供的技术方案中,通过预先从参与棋局比赛的多个用户帐号选出用户关注的目标用户帐号,并将目标用户帐号的标识固定显示在快捷显示区域中,当用户需要查看目标用户帐号的棋盘画面时,只需直接触发快捷显示区域中目标用户帐号的标识,即可直接显示目标用户帐号的棋盘画面。由于快捷显示区域中仅显示有少量用户帐号的标识,节省了用户寻找目标用户帐号的标识所消耗的时间;并且,对于特定用户帐号(即目标用户帐号),仅需通过一步操作即可显示对应的棋盘画面,操作步骤少,因而本申请实施例提供的技术方案,节省了查看特定用户帐号的棋盘画面所消耗的搜寻时间,简化了操作步骤,从而提高了对特定用户帐号的棋盘画面的查看效率。
请参考图5,其示出了本申请另一个实施例提供的棋盘画面的显示的方法的流程图。在本实施例中,以该方法应用于上文介绍的客户端中来举例说明。该方法可以包括如下几个步骤(501~506):
步骤501,显示第一用户帐号的第一棋盘画面。
该步骤501与上述图2实施例中的步骤201的内容相同或相似,此处不再赘述。
步骤502,显示帐号展示控件。
在一些实施例中,棋盘画面(如第一棋盘画面)的上层显示有控件层,控件层包括帐号展示控件,触发帐号展示控件可以展示多个用户帐号的标识。可选地,帐号展示控件中显示有仍未被淘汰的用户帐号的数量,和/或,帐号展示控件中显示有参与棋局比赛的所有用户帐号的数量。
步骤503,响应于针对帐号展示控件的触发操作,显示帐号展示栏,帐号展示栏中显示 多个用户帐号的标识。
在一些实施例中,如图6所示,界面60中显示有帐号展示控件61,当客户端接收到针对帐号展示控件61的帐号展示操作62,在界面中显示帐号展示栏63。其中,帐号展示操作62可以是触摸体(如鼠标光标、触摸笔、手指、指关节等)针对帐号展示控件的触摸操作(如点击操作、双击操作、三击操作、长按操作、滑动操作等);帐号展示操作62也可以是针对帐号展示控件61的语音控制操作。在一些实施例中,帐号展示栏显示在第一棋盘画面的上层,具有一定的透明度;也即,用户透过帐号展示栏能够看到完整的第一棋盘画面,从而使得用户能够随时了解第一用户帐号所在棋局的对战状态。
可选地,如图6所示,帐号展示栏中显示有参与棋局比赛的多个用户帐号的标识,帐号展示栏63的显示区域小于或等于界面60。在一些实施例中,帐号展示栏中显示的多个标识对应的多个用户帐号,是仍然留存在棋局比赛中,且有继续参与棋局比赛资格的用户帐号;也即,帐号展示栏中显示的多个标识对应的多个用户帐号,是仍未被淘汰的用户帐号。
步骤504,如图7所示,响应于针对目标用户帐号31的标识的第一拖动操作71,在第一拖动操作71的终止位置位于快捷显示区域35中的情况下,在快捷显示区域35中显示目标用户帐号31的标识。
其中,第一拖动操作71是从帐号展示栏63到快捷显示区域35的拖动操作。
在一些实施例中,快捷显示区域35位于帐号展示栏63外,与帐号展示栏63不存在重叠区域。在另一些实施例中,快捷显示区域的部分区域与帐号展示栏重叠。
在一些实施例中,若第一拖动操作71的终止位置位于快捷显示区域35中,表示第一拖动操作71为有效操作;若第一拖动操作71的终止位置位于快捷显示区域35外,表示第一拖动操作71为无效操作,从而减少用户误操作的概率。
在一些实施例中,该步骤504还包括如下几个步骤:
1、根据第一拖动操作的终止位置,确定目标用户帐号的标识在快捷显示区域中的显示位置;
2、按照目标用户帐号的标识在快捷显示区域中的显示位置,显示目标用户帐号的标识。
在一些实施例中,如图7所示,用户将目标用户帐号31的标识从帐号展示栏63中拖动到快捷显示区域35中,并基于第一拖动操作71的终止位置,将目标用户帐号31的标识显示在快捷显示区域35中,一步操作即可将目标用户帐号31的标识锁定在快捷显示区域35中,简化了用户锁定标识所需执行的操作步骤,减少了操作时长,提高了操作效率。
在一些实施例中,快捷显示区域中包括多个候选位置。根据第一拖动操作的终止位置,确定目标用户帐号的标识在快捷显示区域中的显示位置,还包括如下几个步骤:
1、分别确定多个候选位置与第一拖动操作的终止位置之间的距离;
2、将多个候选位置中,距离第一拖动操作的终止位置最近的候选位置,确定为目标用户帐号的标识在快捷显示区域中的显示位置。
在一些实施例中,候选位置是指快捷显示区域中未显示标识的空置位置。在另一些实施例中,候选位置是指快捷显示区域中所有用于显示标识的位置,候选位置中可以未显示标识,也可以已显示有标识。若距离第一拖动操作的停止位置最近的候选位置为候选位置A,在候选位置A中仍未显示标识的情况下,直接将目标用户帐号的标识显示在候选位置A中。在候选位置A中已显示有标识B的情况下,在候选位置A中取消显示标识B,并将目标用户帐号的标识显示在候选位置A中,标识B显示在其他的候选位置中距离候选位置A最近的候选位置中;或者,直接在快捷显示区域中取消显示标识B。可见,第一拖动操作的终止位置不必十分精确,只要距离想要显示的位置比其他显示位置近,即可成功使得目标用户帐号的标识显示在对应的位置中,从而提升了操作便捷性和操作效率。
在另一些可选的实施例中,快捷显示区域中的标识,是按照被拖动到快捷显示区域中的先后顺序进行排列显示的。从而实现用户帐号的标识在快捷区域中显示时能够自动排序,进一步提升操作便捷性和操作效率。可选地,候选位置是指快捷显示区域中未显示标识的空置 位置,预先设置快捷显示区域中各个位置的优先级顺序;当用户将目标用户帐号的标识拖动到快捷显示区域中后,将目标用户帐号的标识显示在多个候选位置的优先级最高的候选位置中。在示例性实施例中,快捷显示区域位于界面的右侧边缘区域,优先级最高的候选位置为多个候选位置中,最上侧和/或最右侧的位置;在示例性实施例中,快捷显示区域是界面的左侧边缘区域,优先级最高的候选位置为多个候选位置中,最上侧和/或最左侧的位置;在示例性实施例中,快捷显示区域是界面的上侧边缘区域,优先级最高的候选位置为多个候选位置中,最上侧或最左侧或最右侧的位置;在示例性实施例中,快捷显示区域是界面的下侧边缘区域,优先级最高的候选位置为多个候选位置中,最下侧或最左侧或最右侧的位置。
在一些实施例中,目标用户帐号的标识显示在快捷显示区域中之后,仍可以调整目标用户帐号的标识在快捷显示区域中的显示位置。例如,通过第二拖动操作,将已显示在快捷显示区域中的目标用户帐号的标识,拖动到快捷显示区域的其他位置;根据第二拖动操作的终止位置,确定目标用户帐号的标识更新后的显示位置,并将目标用户帐号的标识重新显示在更新后的显示位置中。在用户帐号的标识显示在快捷显示区域之后,仍可以对用户帐号的标识的显示位置进行调整,从而提升用户帐号的标识在快捷显示区域中的显示灵活性。
其中,根据第二拖动操作的终止位置,确定目标用户帐号的标识更新后的显示位置的具体方式,可以参考上文内容中,对基于第一拖动操作的终止位置,确定目标用户帐号的标识在快捷显示区域中的显示位置的介绍说明,此处不再赘述。
在一些可能的实现方式中,上述步骤503之后,响应于针对目标用户帐号的标识的取消选择操作,在快捷显示区域中取消显示目标用户帐号的标识。其中,取消选择操作可以为触摸体如(鼠标光标、触摸笔、手指、指关节等)针对目标用户帐号的标识的触摸操作(如点击操作、双击操作、三击操作、长按操作、滑动操作等);取消选择操作也可以是针对目标用户帐号的语音控制操作。其中,取消选择操作可以是针对快捷显示区域中的目标用户帐号的标识的操作,也可以是针对帐号展示栏中的目标用户帐号的标识的操作。
在另一些可能的实现方式中,上述步骤504之后,在目标用户帐号在棋局比赛中被淘汰的情况下,在快捷显示区域中取消显示目标用户帐号的标识,或变更目标用户帐号的标识的显示状态。可选地,变更目标用户帐号的标识的显示状态,可以指变更目标用户帐号的标识的颜色(如由彩色变为灰色或黑色)、亮度(如降低亮度)、尺寸(如较小显示尺寸);也可以指在目标用户帐号的标识中,或在目标用户帐号的标识附近,添加显示淘汰标记(如添加显示“淘汰”、“出局”等文字标记,或添加显示用于表示淘汰的图标)。
步骤505,响应于对快捷显示区域中的目标用户帐号的标识的操作,显示目标用户帐号的目标棋盘画面。
该步骤505与上述图2实施例的步骤204的内容相同或相近,此处不再赘述。
步骤506,响应于互动操作,在目标棋盘画面中显示第一用户帐号与目标用户帐号之间的互动信息。
在一些实施例中,棋局比赛的棋盘画面的上层显示有控件层,控件层用于控制第一用户帐号的棋局状态。可选地,互动信息是第一用户帐号对应的用户针对目标用户帐号的棋局,提示目标用户帐号对应的用户进行棋局布设的信息。也即,目标用户帐号对应的用户,可以根据第一用户帐号对应的用户的提示,对目标用户帐号的棋局进行布局调整。
在一些实施例中,目标用户帐号是与第一用户帐号建立有好友关系的帐号。也就是说,只有建立有好友关系的用户帐号(如互相关注的用户帐号)之间,才能互相查看对方帐号的棋盘画面,从而提升用户所在棋局的对战状态的保密性。
在一些可选的实施例中,第一用户帐号的标识也显示在界面中(如显示在快捷显示区域中),响应于针对第一用户帐号的标识的棋局查看操作,返回显示第一用户帐号的棋盘画面。
在另一些可选的实施例中,界面(如界面中的控件层)中显示有棋局返回控件,通过针对棋局返回控件的返回操作,将界面中显示的棋盘画面切换显示为第一用户帐号的棋盘画面。
在一些可能的实现方式中,上述步骤505之后,该方法还包括如下几个步骤:
1、生成并发送针对目标用户帐号的棋局查看请求,棋局查看请求中携带有目标用户帐号的标识;
2、响应于对目标用户帐号的标识的操作且棋局查看请求被确认,在显示第一用户帐号的棋盘画面的过程中,在快捷显示区域中显示目标用户帐号的标识。
在一些实施例中,第一用户帐号的棋盘画面是指第一用户帐号所登录的客户端显示的棋盘画面,该棋盘画面,可以是指第一用户帐号参与对局的第一棋盘画面,也可以指棋局比赛中第一用户帐号未参与对局的其他棋盘画面。
在一些实施例中,运行在第一终端设备中的第一客户端中登录有第一用户帐号,运行在第二终端设备中的第二客户端中登录有目标用户帐号,第一终端设备和第二终端设备分别与服务器建立有通信连接(如网络连接)。可选地,第一客户端生成针对目标用户帐号的棋局查看请求,并向服务器发送棋局查看请求;服务器将棋局查看请求转发至第二客户端;若第二客户端接收到针对棋局查看请求的确认指令,表示目标用户帐号对应的用户同意棋局查看请求,第二客户端生成针对棋局查看请求的请求确认信息,并将请求确认信息发送至服务器;服务器向第一客户端发送请求确认信息对应的请求确认指令;第一客户端根据请求确认指令,在界面中显示目标用户帐号的标识。在该实现方式中,第一用户帐号对应的用户需要在目标用户帐号对应的用户同意之后,才能查看目标棋盘画面,从而提升用户所在棋局的对战状态的保密性。
综上所述,本申请实施例提供的技术方案中,通过第一拖动操作这一个步骤即可将目标用户帐号的标识锁定在快捷显示区域中,简化了用户锁定特定用户帐号的标识所需执行的操作步骤,减少了操作时长,提高了操作效率。
另外,通过拖动操作还用于确定目标用户帐号的标识在快捷显示区域中的显示位置,进一步提高了用户锁定标识的操作效率。
下面,结合图8对本申请提供的棋盘画面的显示方法进行总结介绍。如图8所示,该方法包括如下几个步骤(801~806):
步骤801,点击界面中显示的帐号展示控件,显示帐号展示栏,帐号展示栏中显示有多个用户帐号的标识;
步骤802,长按目标用户帐号的标识,显示锁定确认控件;
步骤803,点击锁定确认控件,在界面的快捷显示区域显示目标用户帐号的标识;
步骤804,点击快捷显示区域中的目标用户帐号的标识,显示目标用户帐号的棋盘画面;
步骤805,再次点击界面中显示的帐号展示控件,显示帐号展示栏;
步骤806,长按帐号展示栏中的目标用户帐号的标识,在快捷显示区域中取消显示目标用户帐号的标识。
请参考图9,其示出了本申请一个实施例提供的棋盘画面的显示装置的框图。该装置具有实现上述棋盘画面的显示的方法示例的功能,所述功能可以由硬件实现,也可以由硬件执行相应的软件实现。该装置可以是上文介绍的终端设备,也可以设置在终端设备上。该装置900可以包括:画面显示模块910、标识显示模块930。
画面显示模块910,用于显示棋局比赛的展示界面,所述展示界面中显示有第一用户帐号的第一棋盘画面,所述第一棋盘画面为所述第一用户帐号在所述棋局比赛中的棋盘画面。
标识显示模块920,用于显示帐号展示栏,所述帐号展示栏中显示有多个用户帐号的标识,所述多个用户帐号为参与所述棋局比赛的用户帐号。
所述标识显示模块920,还用于响应于对所述多个用户帐号的标识中的目标用户帐号的标识的操作,在所述展示界面中显示所述目标用户帐号的标识。
所述画面显示模块910,还用于响应于对所述目标用户帐号的标识的操作,显示所述目标用户帐号的目标棋盘画面,所述目标棋盘画面为所述目标用户帐号在所述棋局比赛中的棋 盘画面。
综上所述,本申请实施例提供的技术方案中,通过预先从参与棋局比赛的多个用户帐号选出用户关注的目标用户帐号,并将目标用户帐号的标识固定显示在快捷显示区域中,当用户需要查看目标用户帐号的棋盘画面时,只需直接触发快捷显示区域中目标用户帐号的标识,即可直接显示目标用户帐号的棋盘画面。由于快捷显示区域中仅显示有少量用户帐号的标识,节省了用户寻找目标用户帐号的标识所消耗的时间;并且,对于特定用户帐号(即目标用户帐号),仅需通过一步操作即可显示对应的棋盘画面,操作步骤少,因而本申请实施例提供的技术方案,节省了查看特定用户帐号的棋盘画面所消耗的搜寻时间,简化了操作步骤,从而提高了对特定用户帐号的棋盘画面的查看效率。
在示例性实施例中,所述标识显示模块920,用于:
响应于针对所述目标用户帐号的预选择操作,显示所述目标用户帐号对应的锁定确认控件;
响应于针对所述锁定确认控件的确认选择操作,在所述快捷显示区域中显示所述目标用户帐号的标识。
在示例性实施例中,所述展示界面中还显示有帐号展示控件;所述标识显示模块920,用于:响应于针对所述帐号展示控件的触发操作,显示所述帐号展示栏。
在示例性实施例中,所述展示界面包括快捷显示区域,所述目标用户帐号的标识显示在所述快捷显示区域中。
在示例性实施例中,如图10所示,所述标识显示模块920,还用于响应于针对所述目标用户帐号的标识的第一拖动操作,在所述第一拖动操作的终止位置位于所述快捷显示区域中的情况下,在所述快捷显示区域中显示所述目标用户帐号的标识。
在示例性实施例中,如图10所示,所述装置900还包括:位置确定模块930。
所述位置确定模块930,用于根据所述第一拖动操作的终止位置,确定所述目标用户帐号的标识在所述快捷显示区域中的显示位置。
所述标识显示模块920,还用于按照所述目标用户帐号的标识在所述快捷显示区域中的显示位置,显示所述目标用户帐号的标识。
在示例性实施例中,所述快捷显示区域包括多个候选位置;如图10所示,所述位置确定模块930,用于:
分别确定所述多个候选位置与所述第一拖动操作的终止位置之间的距离;
将所述多个候选位置中,距离所述第一拖动操作的终止位置最近的候选位置,确定为所述目标用户帐号的标识在所述快捷显示区域中的显示位置。
在示例性实施例中,所述快捷显示区域中的标识,是按照被拖动到所述快捷显示区域中的先后顺序进行排列显示的。
在示例性实施例中,所述快捷显示区域位于所述棋局比赛的棋盘画面的上层。
在示例性实施例中,所述棋局比赛的棋盘画面的上层显示有控件层,所述控件层用于控制所述第一用户帐号的棋局状态;如图10所示,所述装置900还包括:信息显示模块940。
所述信息显示模块940,用于响应于互动操作,在所述目标棋盘画面中显示所述第一用户帐号与所述目标用户帐号之间的互动信息;其中,所述互动信息是所述第一用户帐号对应的用户针对所述目标用户帐号的棋局,提示所述目标用户帐号对应的用户进行棋局布局的信息。
在示例性实施例中,所述第一用户帐号是与所述目标用户帐号建立有好友关系的帐号。
在示例性实施例中,如图10所示,所述装置900还包括:请求发送模块950。
所述请求发送模块950,用于生成并发送针对所述目标用户帐号的棋局查看请求,所述棋局查看请求中携带有所述目标用户帐号的标识。
所述标识显示模块920,还用于响应于对所述目标用户帐号的标识的操作且所述棋局查看请求被确认,在所述展示界面中显示所述目标用户帐号的标识。
在示例性实施例中,如图10所示,所述装置900还包括:显示变更模块960。
所述显示变更模块960,用于响应于针对所述目标用户帐号的标识的取消选择操作,在所述展示界面中取消显示所述目标用户帐号的标识;或者,在所述目标用户帐号在所述棋局比赛中被淘汰的情况下,在所述展示界面中取消显示所述目标用户帐号的标识,或变更所述目标用户帐号的标识的显示状态。
在示例性实施例中,所述标识显示模块920,还用于响应于针对所述目标用户帐号的标识的第二拖动操作,在所述目标用户帐号的标识更新后的显示位置处显示所述目标用户帐号的标识;其中,所述更新后的显示位置根据所述第二拖动操作的终止位置确定。
请参考图11,其示出了本申请一个实施例提供的终端设备1100的结构框图。该终端设备1100可以是诸如手机、平板电脑、游戏主机、电子书阅读器、多媒体播放设备、可穿戴设备、PC等电子设备。该终端设备用于实施上述实施例中提供的棋盘画面的显示方法。该终端设备可以是图1所示实施环境中的终端设备11。具体来讲:
通常,终端设备1100包括有:处理器1101和存储器1102。
处理器1101可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1101可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1101也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1101可以在集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1101还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1102可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1102还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1102中的非暂态的计算机可读存储介质用于存储至少一条指令、至少一段程序、代码集或指令集,且经配置以由一个或者一个以上处理器执行,以实现上述棋盘画面的显示方法。
在一些实施例中,终端设备1100还可选包括有:外围设备接口1103和至少一个外围设备。处理器1101、存储器1102和外围设备接口1103之间可以通过总线或信号线相连。各个外围设备可以通过总线、信号线或电路板与外围设备接口1103相连。具体地,外围设备包括:射频电路1104、显示屏1105、音频电路1107和电源1109中的至少一种。
本领域技术人员可以理解,图11中示出的结构并不构成对终端设备1100的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
在示例性实施例中,还提供了一种计算机可读存储介质,所述存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集在被处理器执行时以实现上述棋盘画面的显示方法。
可选地,该计算机可读存储介质可以包括:ROM(Read-Only Memory,只读存储器)、RAM(Random-Access Memory,随机存储器)、SSD(Solid State Drives,固态硬盘)或光盘等。其中,随机存取记忆体可以包括ReRAM(Resistance Random Access Memory,电阻式随机存取记忆体)和DRAM(Dynamic Random Access Memory,动态随机存取存储器)。
在示例性实施例中,还提供了一种计算机程序产品,该计算机程序产品包括计算机指令,该计算机指令存储在计算机可读存储介质中。终端设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该终端设备执行上述棋盘画面的显示方法。

Claims (31)

  1. 一种棋盘画面的显示方法,所述方法由终端设备执行,所述方法包括:
    显示棋局比赛的展示界面,所述展示界面中显示有第一用户帐号的第一棋盘画面,所述第一棋盘画面为所述第一用户帐号在所述棋局比赛中的棋盘画面;
    显示帐号展示栏,所述帐号展示栏中显示有多个用户帐号的标识,所述多个用户帐号为参与所述棋局比赛的用户帐号;
    响应于对所述多个用户帐号的标识中的目标用户帐号的标识的操作,在所述展示界面中显示所述目标用户帐号的标识;
    响应于对所述目标用户帐号的标识的操作,显示所述目标用户帐号的目标棋盘画面,所述目标棋盘画面为所述目标用户帐号在所述棋局比赛中的棋盘画面。
  2. 根据权利要求1所述的方法,其中,所述响应于对所述多个用户帐号的标识中的目标用户帐号的标识的操作,在所述展示界面中显示所述目标用户的标识,包括:
    响应于针对所述目标用户帐号的预选择操作,显示所述目标用户帐号对应的锁定确认控件;
    响应于针对所述锁定确认控件的确认选择操作,在所述展示界面中显示所述目标用户帐号的标识。
  3. 根据权利要求1所述的方法,其中,所述展示界面中还显示有帐号展示控件;
    所述显示帐号展示栏,包括:
    响应于针对所述帐号展示控件的触发操作,显示所述帐号展示栏。
  4. 根据权利要求1所述的方法,其中,所述展示界面包括快捷显示区域,所述目标用户帐号的标识显示在所述快捷显示区域中。
  5. 根据权利要求4所述的方法,其中,所述响应于对所述多个用户帐号的标识中的目标用户帐号的标识的操作,在所述展示界面中显示所述目标用户帐号的标识,包括:
    响应于针对所述目标用户帐号的标识的第一拖动操作,在所述第一拖动操作的终止位置位于所述快捷显示区域中的情况下,在所述快捷显示区域中显示所述目标用户帐号的标识。
  6. 根据权利要求5所述的方法,其中,所述方法还包括:
    根据所述第一拖动操作的终止位置,确定所述目标用户帐号的标识在所述快捷显示区域中的显示位置;
    按照所述目标用户帐号的标识在所述快捷显示区域中的显示位置,显示所述目标用户帐号的标识。
  7. 根据权利要求6所述的方法,其中,所述快捷显示区域包括多个候选位置;
    所述根据所述第一拖动操作的终止位置,确定所述目标用户帐号的标识在所述快捷显示区域中的显示位置,包括:
    分别确定所述多个候选位置与所述第一拖动操作的终止位置之间的距离;
    将所述多个候选位置中,距离所述第一拖动操作的终止位置最近的候选位置,确定为所述目标用户帐号的标识在所述快捷显示区域中的显示位置。
  8. 根据权利要求5所述的方法,其中,所述快捷显示区域中的标识,是按照被拖动到所 述快捷显示区域中的先后顺序进行排列显示的。
  9. 根据权利要求4所述的方法,其中,所述快捷显示区域位于所述棋局比赛的棋盘画面的上层。
  10. 根据权利要求1所述的方法,其中,所述棋局比赛的棋盘画面的上层显示有控件层,所述控件层用于控制所述第一用户帐号的棋局状态;
    所述显示所述目标用户帐号的目标棋盘画面之后,还包括:
    响应于互动操作,在所述目标棋盘画面中显示所述第一用户帐号与所述目标用户帐号之间的互动信息;
    其中,所述互动信息是所述第一用户帐号对应的用户针对所述目标用户帐号的棋局,提示所述目标用户帐号对应的用户进行棋局布局的信息。
  11. 根据权利要求1所述的方法,其中,所述第一用户帐号是与所述目标用户帐号建立有好友关系的帐号。
  12. 根据权利要求1所述的方法,其中,所述显示帐号展示栏之后,还包括:
    生成并发送针对所述目标用户帐号的棋局查看请求,所述棋局查看请求中携带有所述目标用户帐号的标识;
    所述响应于对所述多个用户帐号的标识中的目标用户帐号的标识的操作,在所述展示界面中显示所述目标用户帐号的标识,包括:
    响应于对所述目标用户帐号的标识的操作且所述棋局查看请求被确认,在所述展示界面中显示所述目标用户帐号的标识。
  13. 根据权利要求1至12任一项所述的方法,其中,所述显示所述目标用户帐号的目标棋盘画面之后,还包括:
    响应于针对所述目标用户帐号的标识的取消选择操作,在所述展示界面中取消显示所述目标用户帐号的标识;
    或者,
    响应于所述目标用户帐号在所述棋局比赛中被淘汰,在所述展示界面中取消显示所述目标用户帐号的标识,或变更所述目标用户帐号的标识的显示状态。
  14. 根据权利要求1至12任一项所述的方法,其中,所述在所述展示界面中显示所述目标用户帐号的标识之后,还包括:
    响应于针对所述目标用户帐号的标识的第二拖动操作,在所述目标用户帐号的标识更新后的显示位置处显示所述目标用户帐号的标识;
    其中,所述更新后的显示位置根据所述第二拖动操作的终止位置确定。
  15. 一种棋盘画面的显示装置,所述装置包括:
    画面显示模块,用于显示棋局比赛的展示界面,所述展示界面中显示有第一用户帐号的第一棋盘画面,所述第一棋盘画面为所述第一用户帐号在所述棋局比赛中的棋盘画面;
    标识显示模块,用于显示帐号展示栏,所述帐号展示栏中显示有多个用户帐号的标识,所述多个用户帐号为参与所述棋局比赛的用户帐号;
    所述标识显示模块,还用于响应于对所述多个用户帐号的标识中的目标用户帐号的标识的操作,在所述展示界面中显示所述目标用户帐号的标识;
    所述画面显示模块,还用于响应于对所述目标用户帐号的标识的操作,显示所述目标用 户帐号的目标棋盘画面,所述目标棋盘画面为所述目标用户帐号在所述棋局比赛中的棋盘画面。
  16. 根据权利要求15所述的装置,其中,所述标识显示模块,用于:
    响应于针对所述目标用户帐号的预选择操作,显示所述目标用户帐号对应的锁定确认控件;
    响应于针对所述锁定确认控件的确认选择操作,在所述展示界面中显示所述目标用户帐号的标识。
  17. 根据权利要求15所述的装置,其中,所述展示界面中还显示有帐号展示控件;所述标识显示模块,用于响应于针对所述帐号展示控件的触发操作,显示所述帐号展示栏。
  18. 根据权利要求15所述的装置,其中,所述展示界面包括快捷显示区域,所述目标用户帐号的标识显示在所述快捷显示区域中。
  19. 根据权利要求18所述的装置,其中,所述标识显示模块,用于响应于针对所述目标用户帐号的标识的第一拖动操作,在所述第一拖动操作的终止位置位于所述快捷显示区域中的情况下,在所述快捷显示区域中显示所述目标用户帐号的标识。
  20. 根据权利要求19所述的装置,其中,所述装置还包括:
    位置确定模块,用于根据所述第一拖动操作的终止位置,确定所述目标用户帐号的标识在所述快捷显示区域中的显示位置;
    所述标识显示模块,还用于按照所述目标用户帐号的标识在所述快捷显示区域中的显示位置,显示所述目标用户帐号的标识。
  21. 根据权利要求20所述的装置,其中,所述快捷显示区域包括多个候选位置;所述位置确定模块,用于:
    分别确定所述多个候选位置与所述第一拖动操作的终止位置之间的距离;
    将所述多个候选位置中,距离所述第一拖动操作的终止位置最近的候选位置,确定为所述目标用户帐号的标识在所述快捷显示区域中的显示位置。
  22. 根据权利要求19所述的装置,其中,所述快捷显示区域中的标识,是按照被拖动到所述快捷显示区域中的先后顺序进行排列显示的。
  23. 根据权利要求18所述的装置,其中,所述快捷显示区域显示在界面的边缘区域的上层。
  24. 根据权利要求15所述的装置,其中,所述棋局比赛的棋盘画面的上层显示有控件层,所述控件层用于控制所述第一用户帐号的棋局状态;所述装置还包括:
    信息显示模块,用于响应于互动操作,在所述目标棋盘画面中显示所述第一用户帐号与所述目标用户帐号之间的互动信息;
    其中,所述互动信息是所述第一用户帐号对应的用户针对所述目标用户帐号的棋局,提示所述目标用户帐号对应的用户进行棋局布局的信息。
  25. 根据权利要求15所述的装置,其中,所述第一用户帐号是与所述目标用户帐号建立有好友关系的帐号。
  26. 根据权利要求15所述的装置,其中,所述装置还包括:
    请求发送模块,用于生成并发送针对所述目标用户帐号的棋局查看请求,所述棋局查看请求中携带有所述目标用户帐号的标识;
    所述标识显示模块,还用于响应于对所述目标用户帐号的标识的操作且所述棋局查看请求被确认,在所述展示界面中显示所述目标用户帐号的标识。
  27. 根据权利要求15至26任一项所述的装置,其中,所述装置还包括:
    显示变更模块,用于响应于针对所述目标用户帐号的标识的取消选择操作,在所述展示界面中取消显示所述目标用户帐号的标识;
    或者,
    响应于所述目标用户帐号在所述棋局比赛中被淘汰,在所述展示界面中取消显示所述目标用户帐号的标识,或变更所述目标用户帐号的标识的显示状态。
  28. 根据权利要求15至26任一项所述的装置,其中,所述标识显示模块,还用于:
    响应于针对所述目标用户帐号的标识的第二拖动操作,在所述目标用户帐号的标识更新后的显示位置处显示所述目标用户帐号的标识;
    其中,所述更新后的显示位置根据所述第二拖动操作的终止位置确定。
  29. 一种终端设备,所述终端设备包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如上述权利要求1至14任一项所述的棋盘画面的显示方法。
  30. 一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现如上述权利要求1至14任一项所述的棋盘画面的显示方法。
  31. 一种计算机程序产品,所述计算机程序产品包括计算机指令,处理器执行所述计算机指令,以实现如上述权利要求1至14任一项所述的棋盘画面的显示方法。
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