Virtual card enhancement method, device, equipment and storage medium

文档序号:177554 发布日期:2021-11-02 浏览:42次 中文

阅读说明:本技术 虚拟卡牌的增强方法、装置、设备及存储介质 (Virtual card enhancement method, device, equipment and storage medium ) 是由 谢玲 于 2021-07-30 设计创作,主要内容包括:本申请公开了一种虚拟卡牌的增强方法、装置、设备及存储介质,属于支持虚拟环境的应用程序领域。所述方法包括:响应于启动对局,获取第一用户帐号的第一卡牌队列以及第二用户帐号的第二卡牌队列;显示对局界面,对局界面中显示有第一卡牌队列中的第一战斗卡牌和第一守护卡牌,以及第二卡牌队列中的第二战斗卡牌;在第一守护卡牌与预设守护卡牌相同的情况下,增强第一战斗卡牌的卡牌属性。预设守护卡牌以及第一守护卡牌能够影响第一战斗卡牌,从而使第一战斗卡牌增强,进而影响对局结果。提供了一种不依赖开发新的虚拟卡牌,来提升游戏的趣味性的对局方式。避免引入过多的虚拟卡牌导致程序运行时的消耗资源较多的问题。(The application discloses a virtual card reinforcing method, a virtual card reinforcing device, virtual card reinforcing equipment and a storage medium, and belongs to the field of application programs supporting virtual environments. The method comprises the following steps: responding to starting of game alignment, and acquiring a first card queue of a first user account and a second card queue of a second user account; displaying a game interface, wherein a first fighting card and a first guard card in a first card queue and a second fighting card in a second card queue are displayed in the game interface; and under the condition that the first guard card is the same as the preset guard card, enhancing the card attribute of the first fighting card. Preset guard card tablet and first guard card tablet can influence first fight card tablet to make first fight card tablet reinforcing, and then influence the result of the game. Provides a game-playing mode which does not depend on developing a new virtual card to improve the interest of the game. The problem that excessive virtual cards are introduced to cause more resource consumption during program operation is solved.)

1. A method of enhancing a virtual card, the method comprising:

responding to starting of a game, and acquiring a first card queue of a first user account and a second card queue of a second user account, wherein the first user account and the second user account are user accounts participating in the game;

displaying a game interface, wherein a first fighting card and a first guard card in the first card queue and a second fighting card in the second card queue are displayed in the game interface, and card attributes of the first fighting card and the second fighting card are used for determining a game result;

and under the condition that the first guard card is the same as the preset guard card, enhancing the card attribute of the first fighting card.

2. The method of claim 1, wherein enhancing the card attributes of the first fighting card if the first guard card is the same as a preset guard card comprises:

and under the condition that the first guard card is the same as the preset guard card, enhancing the card attribute of the first fighting card according to the promoted level of the first guard card.

3. The method of claim 2, wherein the enhancing the card attributes of the first fighting card according to the promoted rank of the first guard card if the first guard card is the same as the preset guard card comprises:

determining an attribute boosting amplitude according to the boosted grade of the first guard card under the condition that the first guard card is the same as the preset guard card, wherein the boosted grade is positively correlated with the attribute boosting amplitude;

card attributes of the first fighting card are promoted based on the attribute promoting amplitude.

4. The method according to any one of claims 1 to 3, wherein the preset guard card corresponds to a user account; the method further comprises the following steps:

acquiring a first preset guard card of the first user account, wherein the first preset guard card is periodically and randomly drawn by a server within a target card range of the first user account;

the first guard card with predetermine under the same circumstances of guard card, strengthen the card attribute of first fight card, include:

and enhancing the card attribute of the first fighting card under the condition that the first guard card is the same as the first preset guard card.

5. The method of claim 4, wherein the target card range comprises at least one of:

a guard card rewarded in the history barrier unlocked by the first user account;

and the first user account number is not unlocked, and the guard cards rewarded in the subsequent n gates are not unlocked.

6. The method of any of claims 1 to 3, further comprising:

displaying battle card indicia on the first battle card and the second battle card in the game interface, and displaying guard card indicia on the first guard card.

7. The method of any of claims 1 to 3, wherein displaying the game interface comprises:

displaying the game interface, wherein the display background of the game interface is a game virtual environment;

wherein the matching cards in the first card queue and the second card queue are enhanced or weakened by the influence on the game virtual environment, and the matching cards are virtual cards matched with the game virtual environment.

8. The method of claim 7, wherein displaying the game interface comprises:

displaying an enhancement mark on the matched cards displayed in the game interface, wherein the enhancement mark is used for reflecting the enhancement amplitude of the card attributes of the matched cards;

or the like, or, alternatively,

and displaying weakening marks on the matched cards displayed in the game interface, wherein the weakening marks are used for reflecting weakening amplitude of card attributes of the matched cards.

9. The method of claim 8, wherein the virtual cards in the first card queue and the second card queue correspond to a virtual creature, the virtual creature corresponding to a living environment;

before displaying an enhanced marker on the matching card displayed in the deal interface, the method further comprises:

responding to that the virtual cards in the first card queue and the second card queue meet a first matching condition, and acquiring the virtual cards meeting the first matching condition as the matching cards;

the first matching condition is that the type of the living environment corresponding to the virtual card is the same as the type of the game virtual environment, and the virtual card meeting the first matching condition is influenced by the game virtual environment to be enhanced.

10. The method of claim 8, wherein the virtual cards in the first card queue and the second card queue correspond to a virtual creature, the virtual creature corresponding to an inappropriate living environment;

before displaying a weakening mark on the matching card displayed in the deal interface, the method further comprises:

responding to that the virtual cards in the first card queue and the second card queue meet a second matching condition, and acquiring the virtual cards meeting the second matching condition as the matching cards;

the second matching condition is that the type of the unsuitable living environment corresponding to the virtual card is the same as the type of the opposite virtual environment, and the virtual card meeting the second matching condition is weakened by the influence of the opposite virtual environment.

11. The method of any of claims 1 to 3, further comprising:

displaying a game-matching completion interface in response to completion of game matching;

and displaying a reward card in the game-playing completion interface, wherein the reward card is a virtual card obtained by the first user account, and is determined according to the virtual card in the second card queue.

12. The method of any of claims 1 to 3, further comprising:

in the game-play process, responding to the synthesis operation of the first user account aiming at least two virtual cards to be synthesized in the first card queue, and displaying the synthesized virtual cards synthesized by the virtual cards to be synthesized in the game-play interface;

the at least two virtual cards to be synthesized are the same virtual cards, the synthesized virtual card is displayed at the display position of one virtual card to be synthesized in the at least two virtual cards to be synthesized, and the display positions of other virtual cards to be synthesized are displayed as null.

13. The method of any of claims 1 to 3, wherein said obtaining a first card queue for a first user account comprises:

acquiring a first reserved card queue of the first user account as the first card queue; the first saved card queue is saved based on virtual cards used in historical game play of the first user account;

or the like, or, alternatively,

and responding to the configuration operation of the first user account, and acquiring the first card queue.

14. The method of any of claims 1 to 3, wherein said obtaining a second card queue for a second user account comprises:

acquiring a second fighting card in a second card queue based on a second card queue of the second user account;

acquiring a second guard card in the second card queue from the remaining cards, wherein the remaining cards are virtual cards owned by the second user account except for the second fighting card;

wherein the second saved card queue is saved based on virtual cards used in historical trading of the second user account.

15. The method of claim 14, wherein obtaining a second fighting card in the second card queue based on a second held card queue for the second user account number comprises:

responding to at least one fighting card in the second saved card queue, and acquiring the fighting card in the second saved card queue as the second fighting card;

or the like, or, alternatively,

in response to no combat cards in the second saved card queue, obtaining the second combat card from all cards owned by the second user account.

16. The method of claim 14, wherein said obtaining a second house card in the second card queue among remaining cards comprises:

responding to the fact that the virtual cards same as the preset guard cards exist in the residual cards, and acquiring the virtual cards same as the preset guard cards as the second guard cards;

or the like, or, alternatively,

and determining that the second guard card does not exist in the second card queue in response to that the virtual card which is the same as the preset guard card does not exist in the remaining cards.

17. The method of any of claims 1 to 3, further comprising:

responding to the obtained match virtual environment and match attributes, and displaying a match transition interface, wherein a first display element and a second display element are displayed in the match transition interface;

the deal attribute is used for indicating a card attribute used for determining a deal result, the first display element is used for reflecting the acquisition result of the deal virtual environment, and the second display element is used for reflecting the acquisition result of the deal attribute.

18. An apparatus for enhancing a virtual card, the apparatus comprising:

the acquisition module is used for responding to starting of the game, and acquiring a first card queue of a first user account and a second card queue of a second user account, wherein the first user account and the second user account are user accounts participating in the game;

the display module is used for displaying a game interface, a first fighting card and a first guard card in the first card queue and a second fighting card in the second card queue are displayed in the game interface, and card attributes of the first fighting card and the second fighting card are used for determining a game result;

and the processing module is used for enhancing the card attribute of the first fighting card under the condition that the first guard card is the same as the preset guard card.

19. A computer device comprising a processor and a memory, the memory having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, the at least one instruction, the at least one program, the set of codes, or the set of instructions being loaded and executed by the processor to implement the method of enhancing a virtual card according to any one of claims 1 to 17.

20. A computer-readable storage medium having at least one program code stored therein, the program code being loaded and executed by a processor to implement the method of enhancing a virtual card according to any one of claims 1 to 17.

Technical Field

The present application relates to the field of applications supporting virtual environments, and in particular, to a method, an apparatus, a device, and a storage medium for enhancing a virtual card.

Background

In a card game, players can play a game by using respective virtual cards.

For different virtual cards, they have different card attributes. In the game matching process, the server of the card game can determine virtual cards played by the users performing the game matching in different rounds according to the playing sequence selected by the users, and determine the scores of the users according to the card attributes of the virtual cards played in the same round. After the whole round is finished, the server determines the game matching result between the users based on the scores of the users.

When the deal is executed in the above manner, the deal result depends on the card attributes and the card-playing sequence of the virtual cards. Since the playing sequence is controlled by the user, the card game is updated with an emphasis on developing new virtual cards in order to maintain the interest of the game. But introducing too many virtual cards results in more resource consumption during program operation.

Disclosure of Invention

The application provides a method, a device, equipment and a storage medium for enhancing a virtual card, which can avoid the problem that too many virtual cards are introduced to cause more resource consumption during program operation. The technical scheme is as follows:

according to an aspect of the present application, there is provided a method of enhancing a virtual card, the method including:

responding to starting of a game, and acquiring a first card queue of a first user account and a second card queue of a second user account, wherein the first user account and the second user account are user accounts participating in the game;

displaying a game interface, wherein a first fighting card and a first guard card in the first card queue and a second fighting card in the second card queue are displayed in the game interface, and card attributes of the first fighting card and the second fighting card are used for determining a game result;

and under the condition that the first guard card is the same as the preset guard card, enhancing the card attribute of the first fighting card.

According to another aspect of the present application, there is provided an apparatus for enhancing a virtual card, the apparatus comprising:

the acquisition module is used for responding to starting of the game, and acquiring a first card queue of a first user account and a second card queue of a second user account, wherein the first user account and the second user account are user accounts participating in the game;

the display module is used for displaying a game interface, a first fighting card and a first guard card in the first card queue and a second fighting card in the second card queue are displayed in the game interface, and card attributes of the first fighting card and the second fighting card are used for determining a game result;

and the processing module is used for enhancing the card attribute of the first fighting card under the condition that the first guard card is the same as the preset guard card.

In an alternative design, the processing module is configured to:

and under the condition that the first guard card is the same as the preset guard card, enhancing the card attribute of the first fighting card according to the promoted level of the first guard card.

In an alternative design, the processing module is configured to:

determining an attribute boosting amplitude according to the boosted grade of the first guard card under the condition that the first guard card is the same as the preset guard card, wherein the boosted grade is positively correlated with the attribute boosting amplitude;

card attributes of the first fighting card are promoted based on the attribute promoting amplitude.

In an optional design, the preset guard card and the user account have a corresponding relationship; the obtaining module is configured to:

acquiring a first preset guard card of the first user account, wherein the first preset guard card is periodically and randomly drawn by a server within a target card range of the first user account;

the processing module is configured to:

and enhancing the card attribute of the first fighting card under the condition that the first guard card is the same as the first preset guard card.

In an alternative design, the target deck range includes at least one of:

a guard card rewarded in the history barrier unlocked by the first user account;

and the first user account number is not unlocked, and the guard cards rewarded in the subsequent n gates are not unlocked.

In an alternative design, the display module is configured to:

displaying battle card indicia on the first battle card and the second battle card in the game interface, and displaying guard card indicia on the first guard card.

In an alternative design, the display module is configured to:

displaying the game interface, wherein the display background of the game interface is a game virtual environment;

wherein the matching cards in the first card queue and the second card queue are enhanced or weakened by the influence on the game virtual environment, and the matching cards are virtual cards matched with the game virtual environment.

In an alternative design, the display module is configured to:

displaying an enhancement mark on the matched cards displayed in the game interface, wherein the enhancement mark is used for reflecting the enhancement amplitude of the card attributes of the matched cards;

or the like, or, alternatively,

and displaying weakening marks on the matched cards displayed in the game interface, wherein the weakening marks are used for reflecting weakening amplitude of card attributes of the matched cards.

In an optional design, virtual cards in the first card queue and the second card queue correspond to virtual creatures, and the virtual creatures correspond to living environments; the obtaining module is configured to:

responding to that the virtual cards in the first card queue and the second card queue meet a first matching condition, and acquiring the virtual cards meeting the first matching condition as the matching cards;

the first matching condition is that the type of the living environment corresponding to the virtual card is the same as the type of the game virtual environment, and the virtual card meeting the first matching condition is influenced by the game virtual environment to be enhanced.

In an optional design, virtual cards in the first card queue and the second card queue correspond to virtual creatures, and the virtual creatures correspond to unsuitable living environments; the obtaining module is configured to:

responding to that the virtual cards in the first card queue and the second card queue meet a second matching condition, and acquiring the virtual cards meeting the second matching condition as the matching cards;

the second matching condition is that the type of the unsuitable living environment corresponding to the virtual card is the same as the type of the opposite virtual environment, and the virtual card meeting the second matching condition is weakened by the influence of the opposite virtual environment.

In an alternative design, the display module is configured to:

displaying a game-matching completion interface in response to completion of game matching;

and displaying a reward card in the game-playing completion interface, wherein the reward card is a virtual card obtained by the first user account, and is determined according to the virtual card in the second card queue.

In an alternative design, the display module is configured to:

in the game-play process, responding to the synthesis operation of the first user account aiming at least two virtual cards to be synthesized in the first card queue, and displaying the synthesized virtual cards synthesized by the virtual cards to be synthesized in the game-play interface;

the at least two virtual cards to be synthesized are the same virtual cards, the synthesized virtual card is displayed at the display position of one virtual card to be synthesized in the at least two virtual cards to be synthesized, and the display positions of other virtual cards to be synthesized are displayed as null.

In an alternative design, the obtaining module is configured to:

acquiring a first reserved card queue of the first user account as the first card queue; the first saved card queue is saved based on virtual cards used in historical game play of the first user account;

or the like, or, alternatively,

and responding to the configuration operation of the first user account, and acquiring the first card queue.

In an alternative design, the obtaining module is configured to:

acquiring a second fighting card in a second card queue based on a second card queue of the second user account;

acquiring a second guard card in the second card queue from the remaining cards, wherein the remaining cards are virtual cards owned by the second user account except for the second fighting card;

wherein the second saved card queue is saved based on virtual cards used in historical trading of the second user account.

In an alternative design, the obtaining module is configured to:

responding to at least one fighting card in the second saved card queue, and acquiring the fighting card in the second saved card queue as the second fighting card;

or the like, or, alternatively,

in response to no combat cards in the second saved card queue, obtaining the second combat card from all cards owned by the second user account.

In an alternative design, the obtaining module is configured to:

responding to the fact that the virtual cards same as the preset guard cards exist in the residual cards, and acquiring the virtual cards same as the preset guard cards as the second guard cards;

or the like, or, alternatively,

and determining that the second guard card does not exist in the second card queue in response to that the virtual card which is the same as the preset guard card does not exist in the remaining cards.

In an alternative design, the display module is configured to:

responding to the obtained match virtual environment and match attributes, and displaying a match transition interface, wherein a first display element and a second display element are displayed in the match transition interface;

the deal attribute is used for indicating a card attribute used for determining a deal result, the first display element is used for reflecting the acquisition result of the deal virtual environment, and the second display element is used for reflecting the acquisition result of the deal attribute.

According to another aspect of the present application, there is provided a computer device comprising a processor and a memory, the memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions, which is loaded and executed by the processor to implement the method of enhancing a virtual card as described above.

According to another aspect of the present application, there is provided a computer readable storage medium having at least one program code stored therein, the program code being loaded and executed by a processor to implement the method of enhancing a virtual card as described above.

According to another aspect of the application, a computer program product or computer program is provided, comprising computer instructions stored in a computer readable storage medium. The computer instructions are read by a processor of a computer device from a computer-readable storage medium, and the computer instructions are executed by the processor to cause the computer device to perform the method for enhancing a virtual card provided in the various alternative implementations of the above aspects.

The beneficial effect that technical scheme that this application provided brought includes at least:

when the virtual cards are used for game-play, the preset guard cards and the first guard cards can influence the first fighting cards, so that the first fighting cards are enhanced, and game-play results are influenced. Different game results can be generated under the condition that the preset guard cards are different, and different game results can be generated under the condition that the first guard card is different. The mode can increase the interest of the game. Provides a game-playing mode which does not depend on developing a new virtual card to improve the interest of the game. The problem that excessive virtual cards are introduced to cause more resource consumption during program operation is solved.

Drawings

In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.

FIG. 1 is a block diagram of a computer system provided in an exemplary embodiment of the present application;

FIG. 2 is a schematic illustration of a process for performing a reconciliation provided by an exemplary embodiment of the present application;

FIG. 3 is a schematic flow chart of a method for enhancing a virtual card provided by an exemplary embodiment of the present application;

FIG. 4 is a schematic flow chart diagram of a method for enhancing a virtual card provided by an exemplary embodiment of the present application;

FIG. 5 is a schematic illustration of a transition interface to a game offered by an exemplary embodiment of the present application;

FIG. 6 is a schematic illustration of a card configuration interface provided by an exemplary embodiment of the present application;

FIG. 7 is a schematic illustration of a process for obtaining a second card queue as provided by an exemplary embodiment of the present application;

FIG. 8 is a schematic illustration of an enhanced mark provided by an exemplary embodiment of the present application;

FIG. 9 is a schematic illustration of a game interface provided by an exemplary embodiment of the present application;

FIG. 10 is a schematic illustration of a session completion interface provided by an exemplary embodiment of the present application;

FIG. 11 is a schematic illustration of a session completion interface provided by an exemplary embodiment of the present application;

FIG. 12 is a schematic illustration of a session completion interface provided by an exemplary embodiment of the present application;

FIG. 13 is a schematic diagram of a decimation results interface provided by an exemplary embodiment of the present application;

FIG. 14 is a schematic illustration of a session completion interface provided by an exemplary embodiment of the present application;

FIG. 15 is a schematic diagram of a virtual card enhancing apparatus according to an exemplary embodiment of the present application;

fig. 16 is a schematic structural diagram of a terminal according to an exemplary embodiment of the present application.

The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present application and together with the description, serve to explain the principles of the application.

Detailed Description

To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.

First, terms referred to in the embodiments of the present application are described:

function game: the functional game is a game category which mainly aims at solving the problems of the real society and the industry, has three characteristics of cross-boundary property, diversity and scene, and has positive effects on learning knowledge, exciting originality, expanding teaching, simulating management, training skills, adjusting behaviors, developing good quality and the like.

Card game: card games are based on collecting different virtual cards. In the process of game-play, the player can flexibly use different virtual cards to construct a virtual card combination which accords with the game rules according to own strategies, thereby generating different effects in the process of game-play. In the course of a game, the player needs to minimize loss of life (or increase the score) until the opponent is defeated.

Virtual card: the cards are cards owned by the user in the card game, and each virtual card can correspond to one virtual character and can be regarded as a virtual character owned by the user. The virtual character may be a card corresponding to a virtual character, a virtual animal, an animation character, etc. When the virtual cards are displayed, virtual roles corresponding to the virtual cards are displayed. Optionally, the virtual character is a three-dimensional volumetric model created based on animated skeletal techniques. Each virtual character has its own shape and volume in the virtual environment, occupying a portion of the space in the virtual environment. In card games, a game is played between different users by using virtual cards. The virtual cards correspond to the card attributes, and the game result of the game when the user uses the virtual cards to play the game can be influenced.

Virtual environment: is a virtual environment that is displayed (or provided) when an application is run on the terminal. The virtual environment may be a simulation environment of a real world, a semi-simulation semi-fictional environment, or a pure fictional environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this embodiment of the present application.

User Interface (UI) controls: the UI control refers to any visual control or element that can be seen on a user interface of an application program, for example, controls such as a picture, an input box, a text box, a button, a label, and the like, wherein some UI controls respond to user operations, for example, a user can input text in the input box, and the user performs information interaction with the user interface through the UI controls.

FIG. 1 is a block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.

The first terminal 110 is installed and operated with an application program supporting a virtual environment. The first terminal 110 is a terminal used by a first user who controls the virtual card to play a game using the first terminal 110. The method comprises at least one of promoting the grade of the virtual cards, synthesizing new virtual cards by using different virtual cards, setting the virtual cards used in the game process and controlling the playing sequence of the virtual cards.

The first terminal 110 is connected to the server 120 through a wireless network or a wired network.

The server 120 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. Illustratively, the server 120 includes a processor 121, a user account database 122, a combat service module 123, and a user-oriented Input/Output Interface (I/O Interface) 124. The processor 121 is configured to load an instruction stored in the server 120, and process data in the user account database 122 and the combat service module 123; the user account database 122 is configured to store data of user accounts used by the first terminal 110 and the second terminal 130, such as head images of the user accounts, nicknames of the user accounts, and service areas where the user accounts are located; the fighting service module 123 is used for realizing the game using the virtual cards; the user-facing I/O interface 124 is used to establish communication with the first terminal 110 through a wireless network or a wired network to exchange data.

Optionally, the server 120 undertakes primary computational work and the first terminal 110 and the second terminal 130 undertakes secondary computational work; alternatively, the server 120 undertakes the secondary computing work, and the first terminal 110 and the second terminal 130 undertake the primary computing work; or, the server 120, the first terminal 110, and the second terminal 130 perform cooperative computing by using a distributed computing architecture.

The second terminal 130 is installed and operated with an application program supporting a virtual environment. The second terminal 130 is a terminal used by the second user, and the second user controls the virtual card to play a game using the second terminal 130. The method comprises at least one of promoting the grade of the virtual cards, synthesizing new virtual cards by using different virtual cards, setting the virtual cards used in the game process and controlling the playing sequence of the virtual cards.

Alternatively, the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are the same type of application of different control system platforms. The first terminal 110 may generally refer to one of a plurality of terminals, and the second terminal 130 may generally refer to one of a plurality of terminals, and this embodiment is only illustrated by the first terminal 110 and the second terminal 130. The device types of the first terminal 110 and the second terminal 130 are the same or different, and include: at least one of an AR device, a VR device, a smart wearable device, a smartphone, a tablet, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer. The following embodiments are illustrated with the terminal comprising a smartphone.

Those skilled in the art will appreciate that the number of terminals described above may be greater or fewer. For example, the number of the terminals may be only one, or several tens or hundreds of the terminals, or more. The number of terminals and the type of the device are not limited in the embodiments of the present application. The embodiment of the present application is mainly explained with an application scenario of a single terminal.

Fig. 2 is a schematic diagram of a process for performing a game according to an exemplary embodiment of the present application. As shown in fig. 2 (a), the client displays a session preparation interface 201. The virtual cards in the first reserved card queue 202 of the first user account are displayed in the game preparation interface 201, and include a first fighting card displayed in a fighting card slot and a first guard card for guarding the card slot. When the first user account number is used for game matching, the first reserved card queue 202 is used as a first card queue, and the first card queue is used when the first user account number is used for game matching. The first saved card queue 202 is maintained based on virtual cards used in historical trading of the first user account. Illustratively, the number of combat cards available for the user account increases with the user account rating, up to 5 cards, and 2 guard cards. The first fighting card of the first user account can participate in the game (the server determines the game result according to the card attribute of the first card), and the first guard card of the first user account is used for improving the card attribute of the first fighting card of the first user account.

In response to a triggering operation on the configuration control 203, the client is able to display a card configuration interface. The first user account can configure a first reserved card queue 202 through a card configuration interface, and information 204 of a first preset guard card is also displayed in the game preparation interface 201. The first preset guard card is a preset guard card corresponding to the first user account. Optionally, the preset guard card may be used 24: 00 update (the server randomly generates from the existing virtual cards of the first user account). When a first guard card in a first card queue of the first user account is the same as a first preset guard card, the client can determine the attribute boosting amplitude to boost the card attribute of a first fighting card in the first card queue. The attribute boosting amplitude is positively correlated with the boosted level of the first guardian card. When the two first guard cards in the first card queue are the same as the two first preset guard cards, the attribute lifting amplitudes are accumulated. The cue controls 205 in the deal preparation interface 201 display the sum of the card attributes (boosted) of the first fighting card in the first holding card queue 202, and the attribute boosting magnitude (guard).

Also displayed in the session preparation interface 201 is a challenge list 205. The challenge list 205 has a buddy account of the first user account and a virtual account (bot) managed by the server displayed therein. And responding to touch operation of the first user account for the displayed friend account or virtual account or touch operation on the challenge button, and the client side can confirm that the first user account and the account corresponding to the touch operation start the game.

Before starting the game, the client side can obtain the game virtual environment and game attributes. The game virtual environment and game attributes are randomly generated by the server. Optionally, when the type of the living environment of the creature corresponding to the virtual card participating in the game is the same as the type of the game virtual environment, the client may raise the card attribute (added to the raising action of the guard card) of the virtual card (matching card). When the type of the unsuitable living environment of the creature corresponding to the virtual cards participating in the game is the same as the type of the game virtual environment, the client reduces the card attribute of the virtual cards (which is accumulated with the promotion function of the guard cards). The deal attribute is used for indicating card attributes used in the deal process, namely indicating which card attribute is used to determine the deal result. The client also obtains a first card queue of the first user account participating in the game and a second card queue of a second user account (friend account or virtual account) participating in the game with the first user account. The second card queue comprises second fighting cards and second guard cards. The card attributes of the second warfare card for the second user account may also be affected by the local virtual environment and the second guard card for the second user account. The second preset guard card corresponding to the second user account is the same as or different from the first user account.

As shown in fig. 2 (b), after the deal is opened, the client displays a deal interface 206, and the deal interface 206 displays a virtual deal environment 207, a first fighting card and a first guard card in a first card queue, and a second fighting card and a second guard card in a second card queue. The server recalculates the card attributes of the fighting cards of the first user account and the second user account according to the preset guard cards of the first user account and the second user account and the game virtual environment, judges a game result by using the card attributes indicated by the game attributes, and sends the game result to the client, and the client displays the game result. Also displayed in the game interface 206 are a battle card indicia 209 and a guard card indicia 208. The battle card marks are used for marking a first battle card and a second battle card, and the guard card marks 208 are used for marking a first guard card and a second guard card.

When the virtual cards are used for game-play, the card attributes of the fighting cards can be influenced by the preset guard cards and the game-play virtual environment, and then game-play results are influenced. Moreover, the preset guard cards and the game virtual environment are randomly generated, so that the interest of the game can be increased. In addition, when the match attributes generated at random are different, the match result is also affected. Provides a game-playing mode which does not depend on developing a new virtual card to improve the interest of the game. The problem that excessive virtual cards are introduced to cause more resource consumption during program operation is solved.

Fig. 3 is a flowchart illustrating a method for enhancing a virtual card according to an exemplary embodiment of the present application. The method may be used in a client running on a terminal as shown in fig. 1. As shown in fig. 3, the method includes:

step 302: and responding to the starting of the game, and acquiring a first card queue of the first user account and a second card queue of the second user account.

The first user account and the second user account are user accounts participating in the game. The first user account is any user account in the server. The second user account is any user account in the server. Optionally, the first user account is a user account for initiating a session, and the second user account is a user account for accepting a session. At this time, the second user account may be a friend account of the first user account or a virtual account managed by the server.

The client can determine a first user account and a second user account participating in the office according to the challenge operation of the first user account. Illustratively, with continued reference to fig. 2, when the client that logs into the first user account receives a touch operation of the first user account with respect to the user account displayed in the challenge list 205, or with respect to the challenge button, it is determined that a challenge operation is received. The client determines that the first user account and a second user account corresponding to the touch operation participate in the game.

Optionally, the user accounts in the challenge list are sorted according to rank. And for the user accounts with the same level, sorting the user accounts in front of the friend accounts according to the virtual accounts. And randomly sorting friend accounts of the same level. And when the friend account and the virtual account of the first user account are more and cannot be completely displayed. The client can switch and display different friend accounts and virtual accounts according to the sliding operation of the first user account aiming at the challenge list.

In some embodiments, the client is also capable of supporting more than two user accounts for the session. For example, three user accounts for the game. At this time, the client determines a first user account, a second user account and a third user account participating in the office.

Virtual cards can be used for game matching between different user accounts in the card game client. The virtual card is the card that the user account has in the client. Alternatively, each virtual card can correspond to a virtual character, which can be considered as the virtual character owned by the user account. The virtual character may be a virtual character, a virtual animal, an animation character, or the like. The virtual cards correspond to card attributes, and the card attributes can influence the game result of the user account when the user account uses the virtual cards to game.

For example, in the functional game, the virtual card corresponds to a virtual creature, which is a virtual ancient creature. The card attribute corresponding to the virtual card is set according to the characteristics of the ancient creature corresponding to the card attribute. For example, card attributes can include fecundity, vitality, fitness, and intelligence, among others. When the virtual card corresponding to the ancient creature is used, the user can learn the related knowledge of the ancient creature, and the interest of the game is improved.

In the client, the user account can obtain the virtual card through the completion task. For example, for a breakthrough task, each level can correspond to at least one virtual card, and when a user account passes through the level, the virtual card corresponding to the level can be obtained as a reward. The user account is also able to redeem the virtual card with a reward for the deal. The user account can also use existing virtual cards to synthesize new virtual cards, and can also upgrade virtual cards.

The higher the rank of the virtual card, the higher the value of the card attribute. In addition, the virtual cards corresponding to the same virtual creature can be divided into common cards, variant cards and masterwork cards, wherein the attribute of the masterwork card is higher than that of the variant card, and the attribute of the variant card is higher than that of the common card.

The first card queue is a queue of virtual cards used by the first user account to participate in the game. The second card queue is a queue of virtual cards used by the second user account that participate in the game. The client can acquire the first card queue and the second card queue through the server.

Optionally, the client may be capable of obtaining the first saved card queue of the first user account as the first card queue, or obtaining the first card queue in response to a configuration operation of the first user account. The configuration operation is capable of configuring virtual cards in the first holding card queue. Wherein the first saved card queue is saved based on virtual cards used in historical trading of the first user account.

The client can obtain the second card queue in the same manner as the first saved card queue. Or the second card queue is determined by the server according to the virtual card owned by the second user account and sent to the client.

Step 304: and displaying a game interface, wherein a first fighting card and a first guard card in a first card queue and a second fighting card in a second card queue are displayed in the game interface.

The game interface is used for displaying game matching of the first user account and the second user account by using the virtual card. The first card queue comprises a first fighting card and a first guard card. The second card queue comprises second fighting cards.

The card attributes of the first fighting card and the second fighting card are used for determining a game result. The first guard card is used to enhance the card attributes of the first battle card. Optionally, the second card queue further includes a second guard card, and the second guard card may be displayed in the game interface or may not be displayed in the game interface. The second guard card is used for enhancing the card attribute of the second fighting card.

Optionally, the client may display fighting card indicia on the first and second fighting cards in the deal interface and display guarding card indicia on the first guarding card.

Alternatively, the virtual cards are classified into a fighting type card and a guarding type card, and the fighting type card may be referred to as a fighting card and the guarding type card may be referred to as a guarding card. The virtual cards of the battle type and the guard type can be selected as battle cards. A guard type virtual card can be selected to become a guard card.

Step 306: and under the condition that the first guard card is the same as the preset guard card, enhancing the card attribute of the first fighting card.

Optionally, the predetermined guard card is drawn by the server within a target card range of the first user account, such as a random draw. Optionally, the preset guard card has a corresponding relationship with the user account. The first user account corresponds to a first preset guard card, and the second user account corresponds to a second preset guard card. The first preset guard card is periodically and randomly drawn by the server within the target card range of the first user account, and the server periodically and randomly draws the first preset guard card within the target card range of the first user account and sends the first preset guard card to the client. The generation logic of the second preset guard card is the same as that of the first preset guard card.

Optionally, the target card range includes at least one of:

a guard card owned by the first user account;

a guard card rewarded in the history barrier unlocked by the first user account;

and the first user account number is not unlocked, and the guard cards rewarded in the subsequent n gates are not unlocked.

Optionally, in a case that a second guard card exists in the second card queue, when the second guard card is the same as the preset guard card (a second preset guard card), the client may further enhance the card attribute of the second fighting card.

The server uses the enhanced card attributes of the battle cards in the process of determining the game result, so that the preset guard card and the first battle card can influence the game result.

Optionally, the first user account and the second user account can perform a game-play in real time, that is, in the game-play process, both the first user account and the second user account can control the virtual card of the own party in real time. Or, the second user account and the first user account can be paired in non-real time, that is, the first user account selects the second user account to start the pairing, the first user account or the server controls the virtual card of the first user account in the process of pairing, and the server controls the virtual card of the second user account. The server determines a deal result based on card attributes of virtual cards of which both parties participate in the deal.

In summary, in the method provided in this embodiment, when the virtual cards are used for a match, the preset guard cards and the first guard cards can affect the first fighting cards, so that the first fighting cards are enhanced, and the match result is affected. Different game results can be generated under the condition that the preset guard cards are different, and different game results can be generated under the condition that the first guard card is different. The mode can increase the interest of the game. Provides a game-playing mode which does not depend on developing a new virtual card to improve the interest of the game. The problem that excessive virtual cards are introduced to cause more resource consumption during program operation is solved.

Fig. 4 is a flowchart illustrating a method for enhancing a virtual card according to an exemplary embodiment of the present application. The method may be used in a client running on a terminal as shown in fig. 1. As shown in fig. 4, the method includes:

step 402: and responding to the starting of the game, and acquiring the game virtual environment and the game attribute.

The client supports at least two user accounts to use the virtual card to carry out game-matching. The virtual card is the card that the user account has in the client. The virtual cards correspond to card attributes, and the card attributes can influence the game result of the user account when the user account uses the virtual cards to game.

For example, in the functional game, the virtual card corresponds to a virtual creature, which is a virtual ancient creature. The card attribute corresponding to the virtual card is set according to the characteristics of the ancient creature corresponding to the card attribute. For example, card attributes can include fecundity, vitality, fitness, and intelligence, among others. The higher the value of the card attribute, the higher the probability of winning the hand using the virtual card. The lower the value of the card attribute, the higher the probability of winning the hand using the virtual card.

The pair of local virtual environments can be a simulation environment of a real world, a semi-simulation semi-fictional environment or a pure fictional environment. For example, the local virtual environment includes at least one of a virtual marine environment, a virtual sea-land environment, and a virtual land environment. The opposite virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment.

When the user accounts participating in the game-play are used for game-play, the used virtual cards can be enhanced or weakened under the influence of the game-play virtual environment. Alternatively, enhancing the virtual card refers to raising the card attributes and weakening refers to lowering the card attributes.

The deal attribute is used to indicate a card attribute for determining a deal result, that is, the deal attribute is used to indicate which card attribute is specifically used when determining the deal result using the card attribute.

Optionally, the pair of local virtual environments is randomly determined by the server from the preset virtual environment and sent to the client. When the client receives an open-to-office operation (such as the above challenge operation) of the user account, an open-to-office request is sent to the server, and the server determines an office-to-office virtual environment and sends the office-to-office virtual environment to the client. Meanwhile, the server randomly determines the game attribute from the preset attributes of various cards and sends the game attribute to the client. Illustratively, the server determines a local virtual environment and at least one local attribute.

Step 404: and displaying a game transition interface, wherein the game transition interface is used for reflecting the game virtual environment and the game attributes.

After the client side obtains the game virtual environment and the game attributes, a game transition interface is displayed. The game transition interface is provided with a first display element and a second display element. The first display element is used for reflecting the acquisition result of the game virtual environment, and the second display element is used for reflecting the acquisition result of the game attribute.

Illustratively, FIG. 5 is a schematic illustration of a transition interface to a game provided by an exemplary embodiment of the present application. As shown in fig. 5 (a), after the deal is started, the client displays a first deal transition interface 501, which is used to prompt the user to randomly draw a deal virtual environment and deal attributes for the deal. As shown in (b) of fig. 5, the client displays a second local-alignment transition interface 502, and a display element 503 reflecting that the obtained result of the local-alignment virtual environment is land and water, a display element 504 reflecting that the obtained result of the local-alignment attribute is intellectual, and a display element 505 reflecting that the obtained result of the local-alignment attribute is fertile are displayed in the second local-alignment transition interface 502.

Step 406: and determining a first user account and a second user account participating in the office.

The first user account is any user account in the server. The second user account is any user account in the server. In the client, the first user account and the second user account can use the virtual cards owned by the first user account and the second user account to match the game. Optionally, the first user account is a user account for initiating a session, and the second user account is a user account for accepting a session.

Step 408: and acquiring a first card queue of the first user account and a second card queue of the second user account.

The first card queue is a queue of virtual cards used by the first user account to participate in the game. The second card queue is a queue formed by virtual cards which are used by the second user account and participate in the game. The client can acquire the first card queue and the second card queue through the server.

Alternatively, the virtual cards in the first card queue and the second card queue can be classified into battle cards and guard cards. The battle cards are virtual cards for game playing, namely card attributes are used for determining game playing results. Specifically, during the course of a match, the server determines the match result using only the card attributes of the battle cards. The guard card is used to trigger the effect of enhancing the card attributes of the battle card. In the process of game matching, the server does not use the card attribute of the guard card to determine the game matching result.

Alternatively, the virtual cards are classified into a fighting type card and a guarding type card, and the fighting type card may be referred to as a fighting card and the guarding type card may be referred to as a guarding card. The virtual cards of the battle type and the guard type can be selected as battle cards. A guard type virtual card can be selected to become a guard card.

The first card queue comprises a first fighting card and a first guard card. The second card queue comprises second fighting cards. Card attributes of the first fighting card and the second fighting card are used for determining a game result. Optionally, the second card queue further includes a second guard card, and the second guard card may be displayed in the game interface or may not be displayed in the game interface.

Optionally, the first user account and the second user account correspond to the same preset guard card. Or the preset guard card and the user account have a corresponding relation. The first user account corresponds to a first preset guard card, and the second user account corresponds to a second preset guard card. The preset guard card corresponding to the first user account is the same as or different from the preset guard card corresponding to the second user account.

The predetermined guard card is drawn by the server within a target card range of the first user account, such as a random draw. The first preset guard card is periodically and randomly drawn by the server within the target card range of the first user account, and the server periodically and randomly draws the first preset guard card within the target card range of the first user account and sends the first preset guard card to the client. The generation logic of the second preset guard card is the same as that of the first preset guard card.

Optionally, the target card range includes at least one of:

a guard card owned by the first user account;

a guard card rewarded in the history barrier unlocked by the first user account;

and the first user account number is not unlocked, and the guard cards rewarded in the subsequent n gates are not unlocked.

The server updates a first preset guard card corresponding to the first user account and a second preset guard card corresponding to the second user account according to a preset period. For example, the server is on a daily 24: 00 updating. The server randomly generates a preset guard card for the user account in the existing virtual cards of the user account.

When the first guard virtual card in the first card queue is the same as the first preset guard card, the first virtual card in the first card queue is enhanced. When a second guard card in the second card queue is the same as a second preset guard card, the first virtual card in the second card queue is enhanced.

The client can obtain a first reserved card queue of the first user account as a first card queue. Or, in response to the configuration operation of the first user account, acquiring the first card queue.

The first saved card queue is saved based on virtual cards used in historical trading of the first user account. The server stores a first reserved card queue for the first user account according to the virtual card used in the historical game play of the first user account, and sends the first reserved card queue to the client when the first user account starts a new game play. The first card queue can also be saved based on the configuration operation of the first user account, and after the first user account is initially configured, the server can continuously save the first card queue until the first user account is configured again.

The configuration operation comprises a first configuration operation of the first user account when the first saving card queue does not exist, and a reconfiguration operation of the first user account aiming at the stored first saving card queue when the first saving card queue exists.

Illustratively, with continued reference to FIG. 2, the client displays a session preparation interface 201 in which is displayed a first saved card queue 202. In response to a triggering operation on the configuration control 203, the client can display a card configuration interface for the first user account to modify the stored first saved card queue 202.

FIG. 6 is a schematic illustration of a card configuration interface provided by an exemplary embodiment of the present application. As shown in fig. 6, a first card area 602 and a second card area 603 are displayed in the card configuration interface 601, where the first card area 602 is used for displaying the first fighting card in the first card holding queue, and the second card area 603 is used for displaying the first guard card in the first card holding queue. Also displayed in the card configuration interface 601 is a virtual card 604 owned by the first user account. The first user account can select a virtual card 604 to hold and place into the first card area 602 as a first battle card or into the second card area 602 as a first guard card. A prompt control 605 is further displayed in the card configuration interface 601, and the prompt control 605 displays the sum of the card attributes of the first virtual card in the first saved card queue and the attribute boosting range (guard force). The attribute boost magnitude is determined based on the first guard card.

Optionally, the second user account is a user account selected by the first user account for performing a game. In the game-checking process, the second user account is controlled by the server, and the process of determining the virtual cards in the second card queue is also determined by the server in the virtual cards owned by the second user account.

When the second card queue is obtained, the client side obtains a second fighting card in the second card queue based on a second card storage queue of the second user account, namely, the client side obtains the second fighting card only in the second card storage queue. The second saved card queue is saved based on virtual cards used in the historical trading of the second user account number, and the saved logic is consistent with the first saved card queue. And then, the client acquires a second guard card in the second card queue from the rest cards. The remaining cards are virtual cards owned by the second user account other than the second fighting card in the second card queue.

Optionally, in response to at least one combat card existing in the second saved card queue, the client may obtain the combat card in the second saved card queue as a second combat card in the second card queue. Or, in response to that no fighting cards exist in the second saved card queue, the client may obtain a second fighting card in the second card queue from all cards owned by the second user account.

For example, when there is one battle card in the second saved card queue, the client may obtain the battle card as a second battle card in the second card queue, even though there can be multiple battle cards in the second card queue. When the fighting cards do not exist in the second card storage queue, the client side can obtain the fighting cards in the second card queue from the virtual cards owned by the second user account according to the sequence from high to low in the grades until the obtained quantity is consistent with the quantity of the fighting cards supported to exist in the second card queue. And for the virtual cards corresponding to the same kind of virtual creatures, the client side can only obtain one of the cards. For example, a virtual card is selected from the normal, variant, and best quality cards. If the number of the obtained cards is less than the number of the fighting cards supported in the second card queue, the client does not obtain the second fighting cards additionally.

Optionally, in response to the existence of the virtual card identical to the preset guard card in the remaining cards, the client may obtain the virtual card identical to the preset guard card as the second guard card. Or, in response to that the virtual cards identical to the preset guard cards do not exist in the remaining cards, the client determines that the second guard cards do not exist in the second card queue. Optionally, the preset guard card is a second preset guard card corresponding to the second user account.

Illustratively, FIG. 7 is a schematic illustration of a process for obtaining a second card queue as provided by an exemplary embodiment of the present application. As shown in fig. 7, when the second user account corresponds to a plurality of (e.g., two) second preset guard cards, the process of the client acquiring the second card queue is as follows:

first, the server will determine a second fighting card in the second card queue. In step S1, the server determines whether or not the number of battle cards in the second saved card queue is 0. If not 0, then the second battle card in the second card queue is determined to be the battle card in the second saved card queue in step S11. In step S12, if there are 0 cards, the second fighting card in the second card queue is determined among the virtual cards owned by the second user account.

The server then determines a second guard card in the second card queue. In step S2, the server determines the remaining virtual cards for the second user account. In step S3, the server determines whether there is a first preset guard card of the second user account in the remaining virtual cards. In step S31, if there is any, the server determines the virtual card with the highest rank that is the same as the first predetermined guard card as the second guard card in the second card queue. In step S32, if not, the server determines that a second guard card identical to the first preset guard card does not exist in the second card queue. In step S4, the server determines whether there is a second predetermined guard card of the second user account in the remaining virtual cards (excluding a second guard card identical to the first predetermined guard card). In step S41, if there is any, the server determines the virtual card with the highest rank that is the same as the second predetermined guard card as the second guard card in the second card queue. If a second guard card identical to the first preset guard card is not stored at the moment, the client displays the position of the first second guard card when displaying the second guard card determined for the second time. In step S42, if not, the server determines that a second guard card identical to the second predetermined guard card does not exist in the second card queue.

It should be noted that, the above-mentioned determining process is executed by the server, and the client obtains the first card queue and the second card queue according to the determination result of the server.

Step 410: an enhanced result or an attenuated result of the virtual cards in the first card queue and the second card queue is determined.

The game interface is used for displaying game matching of the first user account and the second user account by using the virtual card. The display background of the game interface is a game virtual environment. The matching cards in the first card queue and the second card queue are enhanced or weakened by the influence of the game virtual environment, and the matching cards are the virtual cards matched with the game virtual environment. Alternatively, enhancing matched cards refers to raising card attributes and weakening refers to lowering card attributes.

Optionally, the pair of local virtual environments is randomly determined by the server from the preset virtual environment and sent to the client. The preset virtual environment can include the ocean, the sea and the land, and the land. When the client receives an open-to-office operation (such as the above challenge operation) of the user account, an open-to-office request is sent to the server, and the server determines an office-to-office virtual environment and sends the office-to-office virtual environment to the client.

And in response to the virtual cards in the first card queue and the second card queue meeting the first matching condition, the client side obtains the virtual cards meeting the first matching condition as matching cards. The game virtual environment will enhance the matching cards.

Optionally, the virtual cards in the first card queue and the second card queue correspond to virtual creatures, and the virtual creatures correspond to living environments. The first matching condition means that the type of the living environment corresponding to the virtual card is the same as the type of the game virtual environment. For the matched cards meeting the matching condition, the card attributes of the clients can be improved according to the preset amplitude.

For example, the preset amplitude is 50%, the initial reproduction capacity of the virtual card is 50, the vitality is 50, the adaptability is 40, and the intelligence is 30, so when the virtual card meets the matching condition, the reproduction capacity is increased to 75, the vitality is increased to 75, the adaptability is increased to 60, and the intelligence is increased to 45.

In addition, in response to that the virtual cards in the first card queue and the second card queue meet the second matching condition, the client side obtains the virtual cards meeting the second matching condition as matching cards. The game virtual environment may weaken the matching card.

Optionally, the virtual cards in the first card queue and the second card queue correspond to virtual creatures, and the virtual creatures correspond to unsuitable living environments. The second matching condition means that the type of the unsuitable living environment corresponding to the virtual card is the same as the type of the opposite virtual environment. For the matched cards meeting the second matching condition, the client weakens the card attributes according to a preset amplitude.

It should be noted that the client can determine the matching cards according to the first matching condition and the second matching condition, and enhance or weaken the matching cards. The client can also determine a matching card according to one of the first matching condition and the second matching condition, and enhance or weaken the matching card.

Under the condition that the first guard card is the same as the preset guard card, the client side can enhance the card attribute of the first fighting card. Optionally, in a case that a second guard card exists in the second card queue, when the second guard card is the same as the preset guard card, the client may further enhance the card attribute of the second fighting card.

Optionally, the preset guard cards corresponding to different user accounts are the same or different. When the guard cards in the card queue of a certain user account are the same as the preset guard cards corresponding to the user account, the client can improve the card attributes of the battle cards in the card queue of the user account.

In response to the first guard card being the same as the preset guard card, the client determines an attribute boosting amplitude based on the boosted level of the first guard card, wherein the boosted level is positively correlated with the attribute boosting amplitude. And then raising the card attribute of the first fighting card of the first user account based on the attribute raising amplitude. Optionally, the implementation process of raising the card attribute of the second fighting card of the second user account according to the second guard card is the same as the process of raising the card attribute of the first fighting card.

For example, table 1 shows the relationship between the rank of the guardian card with the highest rank 2 and the attribute boosting amplitude.

TABLE 1

Grade Amplitude of attribute boost
1 5%
2 10%
3 15%

As shown in table 1, for a guard card with the highest upgrade count of 2 (initially 1), when its upgraded level is 0, the attribute boosting amplitude is 5%. When its boosted level is 1, the attribute boosting amplitude is 10%. When its boosted level is 2, the attribute boosting amplitude is 15%.

For example, table 2 shows the relationship between the rank of the guard card with the highest rank 3 and the attribute boosting amplitude.

TABLE 2

Grade Amplitude of attribute boost
1 5%
2 8%
3 12%
4 15%

As shown in table 2, for the guard card with the highest upgrade count of 3, when its upgraded level is 0, the attribute boosting amplitude is 5%. When its boosted level is 1, the attribute boosting amplitude is 8%. When its boosted level is 2, the attribute boosting amplitude is 12%. When its boosted level is 3, the attribute boosting amplitude is 15%.

For example, table 3 shows the relationship between the rank of the guard card with the highest rank 4 and the attribute boosting amplitude.

TABLE 3

Grade Amplitude of attribute boost
1 3%
2 6%
3 9%
4 12%
5 15%

As shown in table 3, for the guard card with the highest upgrade count of 4, when its upgraded level is 0, the attribute boosting amplitude is 3%. When its boosted level is 1, the attribute boosting amplitude is 6%. When its boosted level is 2, the attribute boosting amplitude is 9%. When its boosted level is 3, the attribute boosting amplitude is 12%. When its boosted level is 4, the attribute boosting amplitude is 15%.

For example, table 4 shows the relationship between the rank of the guard card having the highest rank 5 and the attribute boosting degree.

TABLE 4

As shown in table 4, for the guard card with the highest upgrade count of 5, when its upgraded level is 0, the attribute boosting amplitude is 3%. When its boosted level is 1, the attribute boosting amplitude is 5%. When its boosted level is 2, the attribute boosting amplitude is 8%. When its boosted level is 3, the attribute boosting amplitude is 10%. When its boosted level is 4, the attribute boosting amplitude is 12%. When its boosted level is 5, the attribute boosting amplitude is 15%.

It should be noted that the user account can correspond to one or more preset guard cards, and meanwhile, guard cards with the same number as the preset guard cards corresponding to the user account can exist in the card queue. When each guard card is the same as a plurality of preset guard cards, the attribute lifting range is accumulated. But the lift has an upper limit, for example an upper limit of 30%.

For example, the preset guard cards corresponding to the user account are card 1 and card 2, the guard cards in the card queue are card 3 and card 4, the card 3 is the same as the card 1, and the card 4 is the same as the card 2. When the client raises the card attribute of the battle card of the user account, the card attribute of the battle card is raised by using the result of adding the attribute raising amplitude corresponding to the card 3 and the attribute raising amplitude corresponding to the card 4.

It should be noted that the above process of determining the card attribute can be executed by the server, and the client side can improve the card attribute by obtaining the execution result of the server. Or can be executed by the client and send the execution result to the server to calculate the game result.

Step 412: and displaying the game interface.

The virtual game environment, a first fighting card in the first card queue, a first guard card and a second fighting card in the second card queue are displayed in the game interface. Optionally, the second card queue further includes a second guard card, and the second guard card may be displayed in the game interface or may not be displayed in the game interface.

Optionally, the client may display fighting card indicia on the first and second fighting cards in the deal interface and display guarding card indicia on the first guarding card.

When the virtual cards in the first card queue and the matching cards in the second card queue exist, the client side can also display an enhancement mark on the matching cards displayed in the game interface, and the enhancement mark is used for reflecting the enhancement range of the card attributes of the matching cards. Alternatively, a weakening mark for reflecting the weakening magnitude of the card attribute of the matching card is displayed on the matching card displayed in the game interface.

And when the matching cards meet the first matching condition, the client displays the enhancement marks on the matching cards. And when the matching cards meet the second matching condition, the client displays weakening marks on the matching cards.

In the course of dealing with the game, the user account can also compound the virtual cards. In response to the synthetic operation of the first user account aiming at least two virtual cards to be synthesized in the first card queue, the client displays the synthetic virtual cards synthesized by the virtual cards to be synthesized in the game interface.

The at least two virtual cards to be synthesized are the same virtual cards, the synthesized virtual card is displayed at the display position of one virtual card to be synthesized in the at least two virtual cards to be synthesized, and the display positions of the other virtual cards to be synthesized are displayed as null.

The card attributes of the synthesized virtual cards are stronger than the virtual cards to be synthesized. Optionally, the rules of the virtual cards in the synthesis process are determined according to the species evolution rules. For example, species 1 was evolved from species 2, a virtual card for species 1 can be synthesized using two virtual cards for species 2. Through the rule of the synthesis, the user can learn the related knowledge of species evolution.

Illustratively, FIG. 8 is a schematic illustration of an enhancement mark provided by an exemplary embodiment of the present application. As shown in fig. 8, when displaying the virtual card 801, the client displays the name of the virtual creature corresponding to the virtual card 801 and the rank of the virtual card 801. Also, a type mark (battle card mark or guard card mark) of the virtual card 801 is displayed, and the type mark is used for reflecting that the virtual card 801 is a battle card or guard card. When the virtual card 801 matches the virtual environment, the client displays an enhanced mark 803 on the virtual card 801, where the enhanced mark is used to reflect the enhanced amplitude of the card attribute of the virtual card 801, for example, the enhanced amplitude is 50%.

Illustratively, FIG. 9 is a schematic illustration of a game interface provided by an exemplary embodiment of the present application. As shown in fig. 9, the office-to-office interface 901 displays information 902 of the first user account and information 903 of the second user account participating in office-to-office. The game interface 901 displays a first fighting card, a first guard card and a second fighting card.

During the game, a game attribute 906 is also displayed in the game interface 901 to prompt the card attribute used for the game. The game interface 901 also displays a first score 904 of the first user account and a second score 905 of the second user account. The score is determined based on the same attribute as the hit attribute among the card attributes of the battle cards of each user account after the card attributes are changed (the effect of raising or weakening the hit virtual environment and the effect of raising the preset guard card are added).

For example, if the reproduction power of card 1 of user 1 is 80 and the reproduction power of card 1 of user 2 is 60 during the course of a deal, the score of user 1 will be increased by 20 or the score of user 2 will be decreased by 20 when the two card deals are displayed.

In the course of game-play, the game-play interface 901 also displays the animation that the virtual card of one user account flies to the virtual card of another user account. And an animation of the user account shaking his avatar may be displayed and a first score 904 and a second score 905 may be calculated.

Illustratively, the user 1 has a struggle card 1 with 40 and the battle card 2 with 30. The user 2 had a combat card 3 with a fecundity of 40 and a combat card 4 with a fecundity of 40. The fighting card 1 of the user 1 matches with the game virtual environment (first matching condition), and the fighting card 3 of the user 2 matches with the game virtual environment (second matching condition). The attribute increasing amplitude determined by the user 1 according to the preset guard card is 10%, and the attribute increasing amplitude determined by the user 2 according to the preset guard card is 30%. The game attribute is the reproduction power. Then in determining the outcome of the game, the PK score for user 1 is (40(1+ 50%) +30) (1+ 10%) -99, and the PK score for user 2 is (40 (1-50%) +40) (1+ 30%) -78. 99 is greater than 78 and thus end user 1 will win the win.

Step 414: and displaying a game-matching completion interface in response to completion of game matching.

The server can determine the game result based on the enhanced or weakened card attributes of the battle cards and send the game result to the client. According to different game results, different rewards are issued to the user account, and the client displays different game completion interfaces.

Optionally, when the outcome of the game is a winner, the reward can include:

(1) elements for raising virtual cards, such as virtual deoxyribonucleic Acid (DNA);

(2) virtual card drawing opportunities;

(3) and obtaining the lottery drawing opportunity of the virtual card of the user account of the opposite side.

Wherein, by accumulating the elements that promote the virtual cards, the user account can promote the level of the virtual cards owned. The number of elements used to raise the virtual card is determined based on the level of the user account challenged by the user account.

The virtual card drawing opportunity is issued by the server to the user account according to the probability. The user account may be able to acquire a random virtual card using the virtual card drawing opportunity. The range of random virtual cards is determined based on the level of user account challenge.

The lottery chance of acquiring the virtual cards of the user account of the opposite party is also issued to the user account by the server according to the probability, and the user account can acquire a random virtual card from a card queue of the user account which is matched with the user account by using the lottery chance of acquiring the virtual cards of the user account of the opposite party.

The bonus (1) is present in the bonus, and one of the bonus (2) and the bonus (3) is present according to the probability.

Illustratively, FIG. 10 is a schematic diagram of a session completion interface provided by an exemplary embodiment of the present application. As shown in fig. 10, a reward prompt 1002 for prompting the user of the number of virtual DNAs obtained 1003 and the number of elements 1004 for unlocking the available game virtual environment is displayed in the game completion interface 1001.

Illustratively, FIG. 11 is a schematic diagram of a session completion interface provided by an exemplary embodiment of the present application. As shown in fig. 11, a bonus prompt 1102 for prompting the user to obtain a virtual card drawing opportunity is displayed in the game-completion interface 1101. When a touch operation for the call button 1103 is received, the virtual card is triggered to be drawn.

Illustratively, FIG. 12 is a schematic illustration of a session completion interface provided by an exemplary embodiment of the present application. As shown in fig. 12, a bonus prompt 1202 is displayed in the game-play completion interface 1201, and is used to prompt the user to obtain a lottery opportunity for obtaining a virtual card of the account of the opposite user. When a touch operation for the call button 1203 is received, the virtual card is triggered to be drawn. And then, displaying a reward card in the game-playing completion interface, wherein the reward card is a virtual card obtained by the first user account (the user account initiating the game), and the reward card is determined according to the virtual card in the second card queue (the card queue of the user account playing the game with the user account initiating the game).

When it needs to be described, after the game is completed, the client displays the game completion interface 1001. When the award (2) or the award (3) does not exist in the award, the client displays an exchange preparation interface in response to the touch operation on the exchange completion interface 1001. When the award (2) or the award (3) is present in the award, the client displays the game-play-completion interface 1101 or the game-play-completion interface 1201 in response to the touch operation on the game-play-completion interface 1001.

After the virtual cards are extracted through triggering, the client displays the virtual cards extracted by the user account on an extraction result interface. Illustratively, fig. 13 is a schematic diagram of an extraction result interface provided in an exemplary embodiment of the present application. As shown in fig. 13, in the extraction result interface 1301 displayed by the client, information 1302 of the extracted virtual cards is displayed, including the names of the corresponding ancient creatures, card attributes, and corresponding living environments. A sharing button 1303 is also displayed in the drawing result interface 1301, and is used for sharing the drawn virtual cards with other user accounts. The extraction result interface 1301 also displays the introduction 1304 of the ancient creature corresponding to the virtual card, so that the user can learn the knowledge about the ancient creature.

Alternatively, when the outcome of the game is a failure, the award of the user account includes only the award (1) described above, and the number of elements obtained to raise the virtual card is 10% of the number when winning.

Illustratively, FIG. 14 is a schematic illustration of a session completion interface provided by an exemplary embodiment of the present application. As shown in fig. 14, a reward prompt 1402 for prompting the user of the number 1403 of virtual DNAs obtained and the number 1404 of elements for unlocking the available game virtual environment are displayed in the game completion interface 1401.

In summary, in the method provided in this embodiment, when the virtual cards are used for a match, the preset guard cards and the first guard cards can affect the first fighting cards, so that the first fighting cards are enhanced, and the match result is affected. Different game results can be generated under the condition that the preset guard cards are different, and different game results can be generated under the condition that the first guard card is different. The mode can increase the interest of the game. Provides a game-playing mode which does not depend on developing a new virtual card to improve the interest of the game. The problem that excessive virtual cards are introduced to cause more resource consumption during program operation is solved.

The method provided by this embodiment also enhances the card attributes of the first battle card by basing the boosted rank of the first guard card. Therefore, the user needs to consider the strategy of using the card, and the interest of the game is improved.

In the method provided by this embodiment, the attribute boosting range is determined based on the boosted level of the first guard card, so as to boost the card attribute of the first fighting card. The attribute promotion amplitude is associated with the promoted level of the first guard card, so that the user needs to consider the strategy of using the card, and the interest of the game is promoted.

According to the method provided by the embodiment, the preset guard cards of different user accounts are generated periodically and randomly, so that the preset guard cards can be updated and are associated with the user accounts, and the interest of the game is further improved.

According to the method provided by the embodiment, the preset guard card is generated in the target card range, so that the generated preset guard card can be prevented from being a virtual card which is not available to the user, and the user experience can be improved.

The method provided by the embodiment also realizes the prompt of the type of the virtual card to the user by displaying the battle card mark and the guard card mark.

The method provided by the embodiment also enhances or weakens the matching cards by providing a game virtual environment, thereby influencing game results. Provides a game-playing mode which does not depend on developing a new virtual card to improve the interest of the game. The problem that excessive virtual cards are introduced to cause more resource consumption during program operation is solved.

The method provided by the embodiment further prompts the enhanced amplitude of the card attributes of the matching cards by displaying the enhanced marks. Alternatively, the magnitude of the weakening of the card attributes that match the cards is indicated by displaying weakening indicia.

The method provided by the embodiment also realizes the purpose of strengthening the virtual card in a targeted manner through the local virtual environment through the first matching condition. Therefore, the player can pay attention to the living environment corresponding to the virtual creature, and knowledge learning is facilitated.

The method provided by the embodiment also realizes the purpose of weakening the virtual cards in a targeted manner through the local virtual environment through the second matching condition. Therefore, the player can pay attention to the living environment corresponding to the virtual creature, and knowledge learning is facilitated.

The method provided by the embodiment also enables the user to obtain a new virtual card by rewarding the virtual card of the user with the game of the user, and provides a mode of rewarding the virtual card for the user.

The method provided by the embodiment also provides a function of synthesizing the virtual cards, so that the user needs to consider the use strategy of the virtual cards, and the interest of the game is improved.

The method provided by this embodiment also provides a plurality of ways to obtain the first card queue by obtaining the first card queue according to the first reserved card queue or the configuration operation.

The method provided by this embodiment further provides a manner of automatically obtaining the second card queue without participation of the user by obtaining the second card queue according to the second saved card queue and the remaining cards.

The method provided by this embodiment further obtains the second fighting cards in the second card queue based on whether the second saved card queue has the fighting cards, and provides a way to automatically obtain the second fighting cards in the second card queue without the participation of the user.

In the method provided by this embodiment, the second guard card in the second card queue is obtained based on whether the virtual card identical to the preset guard card exists in the remaining cards, so that a manner of automatically obtaining the second guard card in the second card queue without participation of the user is provided.

The method provided by the embodiment also influences the game result by using the game attribute, and provides a game mode which does not depend on developing a new virtual card and improves the interest of the game. And the user is prompted to obtain the result of the game virtual environment and the result of the game attribute by displaying the game transition interface.

It should be noted that, the order of the steps of the method provided in the embodiments of the present application may be appropriately adjusted, and the steps may also be increased or decreased according to the circumstances, and any method that can be easily conceived by those skilled in the art within the technical scope disclosed in the present application shall be covered by the protection scope of the present application, and therefore, the detailed description thereof is omitted.

Fig. 15 is a schematic structural diagram of an enhancing apparatus for a virtual card according to an exemplary embodiment of the present application. The apparatus may be used in a terminal as shown in fig. 1. As shown in fig. 15, the apparatus 150 includes:

the obtaining module 1501 is configured to obtain a first card queue of a first user account and a second card queue of a second user account in response to starting a game, where the first user account and the second user account are user accounts participating in the game.

The display module 1502 is configured to display a game interface, where a first fighting card and a first guard card in a first card queue and a second fighting card in a second card queue are displayed in the game interface, and card attributes of the first fighting card and the second fighting card are used to determine a game result.

The processing module 1503 is configured to enhance the card attribute of the first fighting card under the condition that the first guard card is the same as the preset guard card.

In an alternative design, the processing module 1503 is configured to:

and under the condition that the first guard card is the same as the preset guard card, enhancing the card attribute of the first fighting card according to the promoted grade of the first guard card.

In an alternative design, the processing module 1503 is configured to:

and under the condition that the first guard card is the same as the preset guard card, determining the attribute lifting amplitude according to the lifted grade of the first guard card, wherein the lifted grade is positively correlated with the attribute lifting amplitude. Card attributes of the first fighting card are promoted based on the attribute promotion range.

In an optional design, the preset guard card corresponds to the user account. An obtaining module 1501, configured to:

the method comprises the steps of obtaining a first preset guard card of a first user account, wherein the first preset guard card is periodically and randomly drawn by a server in a target card range of the first user account.

A processing module 1503, configured to:

and under the condition that the first guard card is the same as the first preset guard card, enhancing the card attribute of the first fighting card.

In an alternative design, the target card range includes at least one of:

a guard card rewarded in the history barrier unlocked by the first user account;

and the first user account number is not unlocked, and the guard cards rewarded in the subsequent n gates are not unlocked.

In an alternative design, display module 1502 is configured to:

the method includes displaying battle card indicia on a first battle card and a second battle card in the deal interface and displaying fender indicia on a first fender.

In an alternative design, display module 1502 is configured to:

and displaying the game interface, wherein the display background of the game interface is a game virtual environment. The matching cards in the first card queue and the second card queue are enhanced or weakened by the influence of the game virtual environment, and the matching cards are virtual cards matched with the game virtual environment.

In an alternative design, display module 1502 is configured to:

displaying an enhancement mark on the matching cards displayed in the game interface, wherein the enhancement mark is used for reflecting the enhancement amplitude of the card attributes of the matching cards;

or the like, or, alternatively,

and displaying weakening marks on the matched cards displayed in the game interface, wherein the weakening marks are used for reflecting the weakening amplitude of the card attributes of the matched cards.

In an alternative design, the virtual cards in the first card queue and the second card queue correspond to virtual creatures, and the virtual creatures correspond to living environments. An obtaining module 1501, configured to:

and in response to the fact that the virtual cards in the first card queue and the virtual cards in the second card queue meet the first matching condition, obtaining the virtual cards meeting the first matching condition as matching cards. The first matching condition is that the type of the living environment corresponding to the virtual card is the same as the type of the opposite virtual environment, and the virtual card meeting the first matching condition is enhanced under the influence of the opposite virtual environment.

In an alternative design, the virtual cards in the first card queue and the second card queue correspond to virtual creatures, and the virtual creatures correspond to unsuitable living environments. An obtaining module 1501, configured to:

and in response to the virtual cards in the first card queue and the second card queue meeting the second matching condition, acquiring the virtual cards meeting the second matching condition as matching cards. The second matching condition is that the type of the unsuitable living environment corresponding to the virtual card is the same as the type of the opposite virtual environment, and the virtual card meeting the second matching condition is weakened by the influence of the opposite virtual environment.

In an alternative design, display module 1502 is configured to:

and displaying a game-matching completion interface in response to completion of game matching. And the game-dealing completion interface displays a reward card, wherein the reward card is a virtual card acquired by the first user account, and is determined according to the virtual card in the second card queue.

In an alternative design, display module 1502 is configured to:

in the game-play process, in response to the synthesis operation of the first user account aiming at least two virtual cards to be synthesized in the first card queue, displaying the synthesized virtual cards synthesized by the virtual cards to be synthesized in a game-play interface. The at least two virtual cards to be synthesized are the same virtual cards, the synthesized virtual card is displayed at the display position of one virtual card to be synthesized in the at least two virtual cards to be synthesized, and the display positions of the other virtual cards to be synthesized are displayed as null.

In an alternative design, the obtaining module 1501 is configured to:

and acquiring a first reserved card queue of the first user account as a first card queue. The first card-holding queue is held based on virtual cards used in historical trading of the first user account;

or the like, or, alternatively,

and responding to the configuration operation of the first user account, and acquiring a first card queue.

In an alternative design, the obtaining module 1501 is configured to:

and acquiring a second fighting card in the second card queue based on a second card saving queue of the second user account. And acquiring a second guard card in the second card queue from the remaining cards, wherein the remaining cards are virtual cards owned by the second user account except for the second fighting card. Wherein the second saved card queue is saved based on virtual cards used in historical trading of the second user account.

In an alternative design, the obtaining module 1501 is configured to:

responding to the existence of at least one fighting card in the second card storage queue, and acquiring the fighting card in the second card storage queue as a second fighting card;

or the like, or, alternatively,

in response to the second saved card queue not having a combat card, a second combat card is obtained among all cards owned by the second user account.

In an alternative design, the obtaining module 1501 is configured to:

responding to the fact that the virtual cards identical to the preset guard cards exist in the rest cards, and obtaining the virtual cards identical to the preset guard cards as second guard cards;

or the like, or, alternatively,

and determining that the second guard card does not exist in the second card queue in response to the fact that the virtual card which is the same as the preset guard card does not exist in the rest cards.

In an alternative design, display module 1502 is configured to:

and responding to the acquired game virtual environment and the game attribute, and displaying a game transition interface, wherein a first display element and a second display element are displayed in the game transition interface. The game attribute is used for indicating a card attribute used for determining a game result, the first display element is used for reflecting the acquisition result of the game virtual environment, and the second display element is used for reflecting the acquisition result of the game attribute.

It should be noted that: the virtual card enhancing device provided in the above embodiment is only illustrated by dividing the functional modules, and in practical applications, the function distribution may be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the virtual card enhancing device provided by the above embodiment and the virtual card enhancing method embodiment belong to the same concept, and specific implementation processes thereof are described in the method embodiment and are not described herein again.

Embodiments of the present application further provide a computer device, including: the card reinforcing method comprises a processor and a memory, wherein at least one instruction, at least one program, a code set or an instruction set is stored in the memory, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to realize the reinforcing method of the virtual card provided by the method embodiments.

Optionally, the computer device is a terminal. Illustratively, fig. 16 is a schematic structural diagram of a terminal provided in an exemplary embodiment of the present application.

Generally, terminal 1600 includes: a processor 1601, and a memory 1602.

Processor 1601 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on. The processor 1601 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). Processor 1601 may also include a main processor and a coprocessor, where the main processor is a processor for Processing data in an awake state, and is also referred to as a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1601 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content that the display screen needs to display. In some embodiments, the processor 1601 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.

Memory 1602 may include one or more computer-readable storage media, which may be non-transitory. The memory 1602 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1602 is used to store at least one instruction for execution by processor 1601 to implement a method of enhancing a virtual card as provided by method embodiments herein.

In some embodiments, the terminal 1600 may also optionally include: peripheral interface 1603 and at least one peripheral. Processor 1601, memory 1602 and peripheral interface 1603 may be connected by buses or signal lines. Various peripheral devices may be connected to peripheral interface 1603 via buses, signal lines, or circuit boards. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1604, a display 1605, a camera assembly 1606, audio circuitry 1607, a positioning assembly 1608, and a power supply 1609.

Peripheral interface 1603 can be used to connect at least one I/O (Input/Output) related peripheral to processor 1601 and memory 1602. In some embodiments, processor 1601, memory 1602, and peripheral interface 1603 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1601, the memory 1602 and the peripheral device interface 1603 may be implemented on a single chip or circuit board, which is not limited in this application.

The Radio Frequency circuit 1604 is used for receiving and transmitting RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuitry 1604 communicates with communication networks and other communication devices via electromagnetic signals. The rf circuit 1604 converts the electrical signal into an electromagnetic signal to be transmitted, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1604 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuit 1604 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, generations of mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the rf circuit 1604 may also include NFC (Near Field Communication) related circuits, which are not limited in this application.

The display screen 1605 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display screen 1605 is a touch display screen, the display screen 1605 also has the ability to capture touch signals on or over the surface of the display screen 1605. The touch signal may be input to the processor 1601 as a control signal for processing. At this point, the display 1605 may also be used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the display 1605 may be one, providing the front panel of the terminal 1600; in other embodiments, the display screens 1605 can be at least two, respectively disposed on different surfaces of the terminal 1600 or in a folded design; in still other embodiments, display 1605 can be a flexible display disposed on a curved surface or a folded surface of terminal 1600. Even further, the display 1605 may be arranged in a non-rectangular irregular pattern, i.e., a shaped screen. The Display 1605 may be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), or other materials.

The camera assembly 1606 is used to capture images or video. Optionally, camera assembly 1606 includes a front camera and a rear camera. Typically, the front camera is disposed on the front panel of the terminal 1600 and the rear camera is disposed on the back of the terminal. In some embodiments, the number of the rear cameras is at least two, and each rear camera is any one of a main camera, a depth-of-field camera, a wide-angle camera and a telephoto camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize panoramic shooting and VR (Virtual Reality) shooting functions or other fusion shooting functions. In some embodiments, camera assembly 1606 can also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.

The audio circuitry 1607 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 1601 for processing or inputting the electric signals to the radio frequency circuit 1604 to achieve voice communication. For stereo sound acquisition or noise reduction purposes, the microphones may be multiple and disposed at different locations of terminal 1600. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 1601 or the radio frequency circuit 1604 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, the audio circuit 1607 may also include a headphone jack.

The positioning component 1608 is configured to locate a current geographic Location of the terminal 1600 for purposes of navigation or LBS (Location Based Service). The Positioning component 1608 may be a Positioning component based on the Global Positioning System (GPS) in the united states, the beidou System in china, or the galileo System in russia.

Power supply 1609 is used to provide power to the various components of terminal 1600. Power supply 1609 may be alternating current, direct current, disposable or rechargeable. When power supply 1609 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.

In some embodiments, terminal 1600 also includes one or more sensors 1610. The one or more sensors 1610 include, but are not limited to: acceleration sensor 1611, gyro sensor 1612, pressure sensor 1613, fingerprint sensor 1614, optical sensor 1615, and proximity sensor 1616.

Acceleration sensor 1611 may detect acceleration in three coordinate axes of a coordinate system established with terminal 1600. For example, the acceleration sensor 1611 may be used to detect components of the gravitational acceleration in three coordinate axes. The processor 1601 can control the touch display screen 1605 to display the horizontal checkpoint interface in a horizontal view or a vertical view according to the gravitational acceleration signal collected by the acceleration sensor 1611. The acceleration sensor 1611 may also be used for acquisition of motion data of a game or a user.

Gyroscope sensor 1612 can detect the organism direction and the turned angle of terminal 1600, and gyroscope sensor 1612 can gather the 3D action of user to terminal 1600 with acceleration sensor 1611 in coordination. From the data collected by the gyro sensor 1612, the processor 1601 may perform the following functions: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.

Pressure sensors 1613 may be disposed on a side bezel of terminal 1600 and/or underlying touch display 1605. When the pressure sensor 1613 is disposed on the side frame of the terminal 1600, a user's holding signal of the terminal 1600 can be detected, and the processor 1601 performs left-right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1613. When the pressure sensor 1613 is disposed at the lower layer of the touch display 1605, the processor 1601 controls the operability control on the UI interface according to the pressure operation of the user on the touch display 1605. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.

The fingerprint sensor 1614 is configured to collect a fingerprint of the user, and the processor 1601 is configured to identify the user based on the fingerprint collected by the fingerprint sensor 1614, or the fingerprint sensor 1614 is configured to identify the user based on the collected fingerprint. Upon recognizing that the user's identity is a trusted identity, the processor 1601 authorizes the user to perform relevant sensitive operations including unlocking a screen, viewing encrypted information, downloading software, paying for and changing settings, etc. The fingerprint sensor 1614 may be disposed on the front, back, or side of the terminal 1600. When a physical key or vendor Logo is provided on the terminal 1600, the fingerprint sensor 1614 may be integrated with the physical key or vendor Logo.

The optical sensor 1615 is used to collect ambient light intensity. In one embodiment, the processor 1601 may control the display brightness of the touch display screen 1605 based on the ambient light intensity collected by the optical sensor 1615. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1605 is increased; when the ambient light intensity is low, the display brightness of the touch display 1605 is turned down. In another embodiment, the processor 1601 may also dynamically adjust the shooting parameters of the camera assembly 1606 based on the ambient light intensity collected by the optical sensor 1615.

A proximity sensor 1616, also referred to as a distance sensor, is typically disposed on the front panel of terminal 1600. The proximity sensor 1616 is used to collect the distance between the user and the front surface of the terminal 1600. In one embodiment, the processor 1601 controls the touch display 1605 to switch from the light screen state to the rest screen state when the proximity sensor 1616 detects that the distance between the user and the front surface of the terminal 1600 is gradually decreased; when the proximity sensor 1616 detects that the distance between the user and the front surface of the terminal 1600 is gradually increased, the touch display 1605 is controlled by the processor 1601 to switch from the breath screen state to the bright screen state.

Those skilled in the art will appreciate that the configuration shown in fig. 16 is not intended to be limiting of terminal 1600, and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be employed.

The embodiment of the present application further provides a computer-readable storage medium, where at least one program code is stored in the computer-readable storage medium, and when the program code is loaded and executed by a processor of a computer device, the method for enhancing a virtual card provided in the above method embodiments is implemented.

The present application also provides a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to enable the computer device to execute the virtual card enhancement method provided by the method embodiments.

It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, and the program may be stored in a computer readable storage medium, and the above readable storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.

The above description is only an example of the present application and should not be taken as limiting, and any modifications, equivalent switches, improvements, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application.

The above description is only an example of the present application and should not be taken as limiting, and any modifications, equivalent switches, improvements, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application.

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