Game scene editing control method and device and electronic equipment
By providing component identifiers and shortcut operation identifiers in the game scene editing, players can directly generate game components, solving the problem of searching through complex menus and improving design efficiency and player experience.
Patent Information
- Application Number
- CN202510703837.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-28
- Publication Date
- 2025-10-21
AI Technical Summary
In the game, when editing game scenes, players need to click multiple times in a complex menu hierarchy to find game components. The operation process is cumbersome, time-consuming, reduces design efficiency, and increases the operational burden.
By displaying component icons in the graphical user interface and responding to shortcut operation settings commands, corresponding game components are generated in the game scene, simplifying the operation process, providing shortcut operation icons and shortcut key settings, and allowing players to directly generate game components.
It simplifies the creation of game components, improves players' design efficiency and experience, stimulates creative enthusiasm and creativity, lowers the design threshold, and enhances the convenience and fun of game scene editing.
Smart Images

Figure CN120815342A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a method, device, and electronic device for editing and controlling a game scene. Background Art
[0002] In some games, players can edit game scenes using game components provided by the game. These components are often numerous in variety and style. When selecting a component, players often have to navigate through complex menus and multiple clicks to find the desired component. Players often use multiple components when editing game scenes, and switching between them often requires repeating the complex component search process, making the process cumbersome and time-consuming. Summary of the Invention
[0003] In view of this, the purpose of the present disclosure is to provide a method, device and electronic device for editing and controlling a game scene, so as to simplify the operation of generating game components and improve the player experience.
[0004] In a first aspect, an embodiment of the present disclosure provides a method for editing and controlling a game scene, providing a graphical user interface through a terminal device, and displaying a game scene to be edited provided by a running game program in the graphical user interface; the method includes: displaying at least one component identifier in the graphical user interface; the component identifier is used to: trigger the generation of a corresponding game component in the game scene to be edited; in response to a shortcut operation setting instruction for a first identifier in at least one component identifier, displaying a first shortcut operation identifier of a first game component indicated by the first identifier in the graphical user interface; the first shortcut operation identifier is used to indicate: a shortcut operation method for triggering the generation of a first game component in the game scene to be edited; in response to a generation instruction for the first game component triggered by the shortcut operation method, generating the first game component in the game scene to be edited.
[0005] In a second aspect, an embodiment of the present disclosure provides an editing and control device for a game scene, which provides a graphical user interface through a terminal device, and displays a game scene to be edited provided by a running game program in the graphical user interface; the device includes: a component identification display module, which is used to display at least one component identification in the graphical user interface; the component identification is used to: trigger the generation of a corresponding game component in the game scene to be edited; a quick operation identification display module, which is used to respond to a quick operation setting instruction for a first identification in at least one component identification, and display a first quick operation identification of a first game component indicated by the first identification in the graphical user interface; the first quick operation identification is used to indicate: a quick operation method for triggering the generation of a first game component in the game scene to be edited; a first game component generation module, which is used to respond to a generation instruction for the first game component triggered by the quick operation method, and generate the first game component in the game scene to be edited.
[0006] In a third aspect, an embodiment of the present invention provides an electronic device including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game scene editing and control method.
[0007] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned game scene editing control method.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The above-mentioned method, device, and electronic device for editing and controlling a game scene display at least one component identifier on a graphical user interface; the component identifier is used to trigger the generation of a corresponding game component in the game scene to be edited; in response to a shortcut operation setting instruction for a first identifier in the at least one component identifier, a first shortcut operation identifier for the first game component indicated by the first identifier is displayed on the graphical user interface; the first shortcut operation identifier is used to indicate a shortcut operation method for triggering the generation of the first game component in the game scene to be edited; and in response to a generation instruction for the first game component triggered by the shortcut operation method, the first game component is generated in the game scene to be edited. In this method, by setting a shortcut operation method for a component identifier, players can generate the corresponding game component in the game scene to be edited through the shortcut operation method without having to search for the game component again, thereby simplifying the operation of generating game components and improving the player experience.
[0010] Other features and advantages of the present disclosure will be described in the following description, and in part will become apparent from the description, or understood by practicing the present disclosure. The objectives and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0013] Figure 1 A flowchart of a method for editing and controlling a game scene provided by an embodiment of the present disclosure;
[0014] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;
[0015] Figure 3 Another graphical user interface diagram provided by an embodiment of the present disclosure;
[0016] Figure 4 Another graphical user interface diagram provided by an embodiment of the present disclosure;
[0017] Figure 5 Another graphical user interface diagram provided by an embodiment of the present disclosure;
[0018] Figure 6 Another graphical user interface diagram provided by an embodiment of the present disclosure;
[0019] Figure 7 Another graphical user interface diagram provided by an embodiment of the present disclosure;
[0020] Figure 8 Another graphical user interface diagram provided by an embodiment of the present disclosure;
[0021] Figure 9 Another graphical user interface diagram provided by an embodiment of the present disclosure;
[0022] Figure 10 Another graphical user interface diagram provided by an embodiment of the present disclosure;
[0023] Figure 11 A schematic structural diagram of a game scene editing control device provided by an embodiment of the present disclosure;
[0024] Figure 12 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0025] To make the purpose, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making any creative efforts shall fall within the scope of protection of the present disclosure.
[0026] In game scene editors provided to players, such as the track editing UGC (player-generated content) design in racing games, when players select commonly used game components (such as certain virtual items or materials), they usually need to click multiple times in a complex menu hierarchy to find the target game components. The operation process is cumbersome and time-consuming.
[0027] If you want to restore the real-world scene, the operation of quickly adding buildings on both sides of the track is more complicated and requires a series of tedious operations. This not only reduces design efficiency, but also increases the player's operating burden, making players prone to fatigue and frustration during the creation process, which is not conducive to stimulating players' creative enthusiasm and creativity.
[0028] Based on this, the embodiments of the present disclosure provide a method, device, and electronic device for editing and controlling a game scene. This technology can be applied to the skill release process in the game.
[0029] In one embodiment of the present invention, the editing and control method for a game scene can be executed on a local terminal device or a server. When the editing and control method for a game scene is executed on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0030] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the editing and control methods of the game scene are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the player side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0031] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0032] See also Figure 1 First, a method for editing and controlling a game scene provided by an embodiment of the present invention is introduced. A graphical user interface is provided by a terminal device, and a game scene to be edited provided by a running game program is displayed in the graphical user interface.
[0033] The method comprises the following steps:
[0034] Step S102: display at least one component identifier on a graphical user interface; the component identifier is used to trigger generation of a corresponding game component in the game scene to be edited.
[0035] The component identifiers described above can be directly displayed on the graphical user interface when the player controls the graphical user interface to display the game scene to be edited. In this case, the graphical user interface typically displays multiple game component identifiers. Alternatively, the graphical user interface may display multiple component set identifiers. After the player triggers a component set identifier, the game component identifiers of the game components in the component set corresponding to the component set identifier are displayed on the graphical user interface. Alternatively, the graphical user interface may display a game component search control. By editing the control, the player causes the game component identifiers of the game components corresponding to the edited content to be displayed on the graphical user interface.
[0036] After the player triggers the game component identifier, the game component can be generated in the game scene to be edited. Further, the player can usually also perform one or more operations such as moving, rotating, and scaling the game component in the game scene to be edited.
[0037] Step S104, in response to a shortcut operation setting instruction for a first identifier among at least one component identifier, a first shortcut operation identifier of a first game component indicated by the first identifier is displayed on a graphical user interface; the first shortcut operation identifier is used to indicate: triggering a shortcut operation method for generating the first game component in the game scene to be edited.
[0038] The above-mentioned shortcut operation setting instructions can be generated in various forms. Players can generate shortcut operation setting instructions through a mouse, keyboard, touch screen, etc. For example, a player can hover the mouse cursor over a component identifier (i.e., the above-mentioned "first identifier") and then right-click the mouse to generate an option control for establishing a shortcut operation method corresponding to the first identifier; the player can trigger the control to generate a shortcut setting instruction for the first identifier.
[0039] When the terminal device is equipped with a touch screen, the above-mentioned quick operation setting instruction can also be generated by the player performing a designated touch operation on the first identifier. This designated touch operation is different from the touch operation that triggers the first identifier to generate the first game component. For example, when clicking the first identifier can trigger the generation of the first game component in the game scene to be edited, the touch operation used to generate the quick operation instruction can be a long press operation.
[0040] The above-mentioned shortcut operation setting instructions usually also define the shortcut operation method for triggering the generation of the first game component in the game scene to be edited. When the terminal device is connected to the keyboard, the shortcut operation method for generating the game component is usually to click a certain button. When generating the shortcut operation setting instructions for the first identifier, it is necessary to simultaneously determine the button that can be used to quickly generate the first game component. For example, several buttons that can be used as shortcut keys can be pre-set, and then the first game component can be randomly assigned to buttons that have not been assigned to other game components. It is also possible to generate multiple option controls when the player clicks the right button of the mouse, each option control has a corresponding button, such as Figure 2 After the player selects a certain option control, the button corresponding to the option control is determined as the button for quickly generating the first game component.
[0041] When the terminal device is equipped with a touch screen, the shortcut operation method for generating a game component can usually be to always display the control for generating the game component at a certain position in the graphical user interface. At this time, the first shortcut operation identifier can be directly used as the control for generating the corresponding game component.
[0042] When the first quick operation identifier is used only as an identifier for indicating the shortcut key corresponding to the game component, the first quick operation identifier usually has a display element corresponding to the shortcut key and a display element of the first game component, to indicate that the first game component can be generated by triggering the shortcut key. Assuming that the shape of the first game component is triangular and the corresponding shortcut key is the R button, the corresponding first quick operation identifier can be as follows: Figure 3 As shown in the square logo in the upper left corner.
[0043] When the first quick operation identifier can be used to directly trigger the generation of the first game component, the first quick operation identifier can only have the display identifier of the first game component. Figure 4 Indicated by the square logo above.
[0044] In actual applications, an area for displaying quick operation identifiers can be pre-set in the graphical user interface so that players can easily view the game components that have been set with quick operations and the corresponding quick operation methods.
[0045] Step S106 , in response to the generation instruction for the first game component triggered by the shortcut operation, the first game component is generated in the game scene to be edited.
[0046] After determining the shortcut operation mode for the first game component, the generation instruction for the first game component can be triggered by the shortcut operation mode, thereby generating the first game component in the game scene to be edited.
[0047] The player can pre-select a target location in the game scene to be edited, and the first game component will be generated at the target location. The first game component can also be generated at a fixed location in the game scene to be edited, such as the center of the game scene to be edited, and then the player can set the position of the first game component through some operations.
[0048] The above-mentioned method for controlling and editing a game scene displays at least one component identifier on a graphical user interface; the component identifier is used to trigger the generation of a corresponding game component in the game scene to be edited; in response to a shortcut operation setting instruction for a first identifier in the at least one component identifier, a first shortcut operation identifier for a first game component indicated by the first identifier is displayed on the graphical user interface; the first shortcut operation identifier is used to indicate a shortcut operation method for triggering the generation of a first game component in the game scene to be edited; and in response to a generation instruction for the first game component triggered by the shortcut operation method, the first game component is generated in the game scene to be edited. In this method, by setting a shortcut operation method for a component identifier, players can generate the corresponding game component in the game scene to be edited through the shortcut operation method without having to search for the game component again, thereby simplifying the operation of generating game components and improving the player experience.
[0049] The following embodiment provides a specific method for displaying a first quick operation identifier of a first game component indicated by the first identifier on a graphical user interface in response to a quick operation setting instruction for a first identifier among at least one component identifier.
[0050] In actual application, a quick operation setting area can be pre-set in the graphical user interface. This quick operation setting area can be always displayed on the graphical user interface, or it can be displayed on the graphical user interface only after the player has set a quick operation method for at least one game component. In response to a quick operation setting instruction for a first identifier among the at least one component identifier, a first quick operation identifier for the first game component indicated by the first identifier can be displayed in the quick operation setting area.
[0051] In actual applications, the terminal device can be connected to the first human-computer interaction device. The first human-computer interaction device usually includes one or more buttons. The first human-computer interaction device can be a keyboard, a game controller, etc., which is not limited here. The shortcut operation setting area displays a button identifier, which is used to indicate a button in the first human-computer interaction device. For the convenience of writing, the button is referred to as the first button. There can also be multiple button identifiers in the shortcut operation setting area, and each button identifier indicates a different button, such as Figure 5 As shown in the figure, the shortcut operation setting area displays the key labels of 4 keys. These keys can be set as shortcut keys corresponding to game components.
[0052] When the terminal device is connected to the mouse, the mouse cursor is also displayed in the graphical user interface. The player can move the mouse cursor to the button identifier, and then click the mouse button to select the button identifier. In response to the selection operation on the button identifier, a display image of the button identifier can be generated, and the display image can be controlled to follow the movement of the cursor (it should be noted that the button identifier is generated and followed by the cursor movement only to provide a visual prompt to the player. In other embodiments, other visual prompt images or no images can be displayed). This process can be regarded as the player dragging the button identifier. In response to the cursor moving to the first identifier in at least one component identifier, the button identifier is updated, and the updated button identifier is determined as the first shortcut operation identifier, wherein the updated button identifier is used to indicate: the correspondence between the first button and the first game component. That is, in response to the mouse dragging operation from the button identifier to the first identifier in the at least one component identifier, the button identifier is updated, and the updated button identifier is determined as the first shortcut operation identifier; the updated button identifier is used to indicate: the first button in the at least one button is used to trigger the generation of the first game component. As Figure 5 As shown, the key identifier marked with key 1 has been set as the shortcut key of the circular component, while the other three key identifiers marked with key 2, key 3, and key 4 have not been set as shortcut keys of any game component.
[0053] The following embodiment provides a specific method for generating a first game component in a game scene to be edited in response to a generation instruction for the first game component triggered by a shortcut operation.
[0054] When the first button is set to trigger the generation of the first game component, the player can directly perform a designated operation on the first button, such as a click operation or a long press operation. In response to the designated operation on the first button, the first game component is generated in the game scene to be edited.
[0055] When the terminal device is connected to a mouse, the graphical user interface also displays the mouse cursor. When the player performs a designated operation on the first button, such as a click or a long press, a first game component is generated at the cursor's location in response to the designated operation on the first button, and the first game component is controlled to follow the cursor's movement. The player can select a suitable location for placing the first game component by moving the cursor and generate a confirmation command by clicking the mouse button. In response to the confirmation command generated by the mouse, the first game component is placed at the scene position in the game scene to be edited corresponding to the current cursor position.
[0056] When the terminal device is equipped with a touch-enabled device, the first quick operation identifier can typically serve as a control for quickly generating a first game component. In response to a touch operation applied to the first quick operation identifier, the first game component is generated in the game scene to be edited. The touch operation applied to the first quick operation identifier can be a touch operation in which the player drags the first quick operation identifier to a target scene location with their finger, or a click operation after selecting the target scene location.
[0057] Other game components, such as roads, rivers, etc., can be set in the surrounding areas of some game components, and the surrounding areas can be called scene areas related to the game components. Assume that the game scene to be edited includes a second game component, and the second game component has a related scene area. The user can select the second game component through certain operations, and in response to the selection instruction for the second game component, the area identification of the scene area related to the second game component is displayed. The area identification can generally indicate the position, size, etc. of the related scene area. The user can select the area identification through a specified operation, and in response to the selection instruction for the area identification, the scene area is determined as the target fill area. After the target fill area is determined, in response to the generation instruction for the first game component triggered by the shortcut operation mode, the first game component will be generated in the target fill area.
[0058] In some games, in order to facilitate quick filling, a control for triggering quick filling or a key for triggering quick filling can be set. When the corresponding control or key is triggered, a quick filling trigger instruction is generated. In response to the quick filling trigger instruction, a fill editing window corresponding to the target fill area is displayed on the graphical user interface. The fill editing window includes an input box and a fill number setting control, such as Figure 6 shown.
[0059] In response to the generation instruction for the first game component triggered by the shortcut operation mode, the symbol identification corresponding to the first game component is displayed in the input box. The symbol identification can be a pre-set symbol corresponding to the first game component, such as the symbol identification of the room component is set to room; it can also be a symbol identification corresponding to the shortcut operation mode. After the key corresponding to the first game component is set, the character corresponding to the key can be used as the symbol identification of the first game component. For example, if the key of character A is the shortcut key of the first game component, the symbol identification of the first game component can be A. The player can set the target number of fills by entering a number or sliding the slider in the fill number setting control. In response to the setting operation of the fill number setting control, the target number of fills is determined; in response to the fill confirmation operation, a first game component matching the target number of fills is generated in the target fill area.
[0060] In addition to the first game component, players can also set shortcut operations for other game components. To distinguish them from the first and second game components, the other game components with shortcut operations set are referred to as third game components. Similar to the first game component, the third game component has a corresponding second shortcut operation identifier. The symbol corresponding to the third game component is displayed in the input box in response to the generation instruction for the third game component triggered by the shortcut operation indicated by the second shortcut operation identifier.
[0061] Players can use shortcut operations to control the input box to display the symbol identifier corresponding to the first game component and the symbol identifier corresponding to the third game component, and can also set the target filling number. In response to the filling confirmation operation, based on the number, arrangement order and target filling number of the symbol identifier corresponding to the first game component and the symbol identifier corresponding to the third game component, the first game component and the third game component are generated in the target filling area. Figure 7 As shown, assuming that the symbol identification of the first game component is A, the symbol identification of the third game component is B, the symbol identification displayed in the input box is: AABBB, and the target filling number is 2, then when determining the filling, it is necessary to generate two first game components, three third game components, two first game components and three third game components in the target filling area in sequence.
[0062] In the game, the second game component has a related first scene area and a second scene area. For example, the two banks of a river can serve as two scene areas respectively. Correspondingly, the first fill editing window can include a first sub-window corresponding to the first scene area and a second sub-window corresponding to the second scene area. The player can select a sub-window and use the scene area corresponding to the sub-window as the target fill area. In a specific implementation, in response to a selection operation on the first sub-window, the first scene area is determined as the target fill area; or, in response to a selection operation on the second sub-window, the second scene area is determined as the target fill area.
[0063] The present disclosure also provides another method for editing and controlling game scenes. Figure 1 This method uses the example of quickly editing buildings on both sides of a highway to illustrate the editing and control process of game scenes. It significantly improves design efficiency, enhances the player experience, and stimulates the player's creative enthusiasm and creativity.
[0064] This method sets a "quick setting box" in the graphical user interface that displays the game scene to be edited, such as Figure 8 As shown, it provides players with a convenient entry point for setting and calling shortcut keys. Players can use the mouse to drag the shortcut key mark from the shortcut bar to the component icon of the corresponding game component. The marked shortcut key will be displayed on the component icon, completing the shortcut key setting. This process is simple and intuitive. Players can freely set shortcut keys for commonly used objects and materials according to their usage habits and needs, improving the convenience and efficiency of operation.
[0065] After setting up a shortcut, players can click or long-press the corresponding shortcut to have the corresponding game component follow the mouse cursor and be placed when the mouse is clicked or released. This shortcut method of calling and placing objects greatly reduces the number of steps required. Players no longer need to search for the target item in complex menus; simply click the shortcut to quickly access and use it, significantly improving design efficiency.
[0066] When a road game component (equivalent to the above-mentioned "second game component") is displayed in the game scene to be edited, the player selects the road and clicks the surrounding controls to select the areas on both sides of the road. Figure 9 At this point, players can choose to edit simultaneously or unilaterally, flexibly selecting the editing method based on actual design needs, which improves the flexibility and convenience of operation.
[0067] By clicking the shortcut keys in the graphical user interface, players can automatically fill in buildings and quickly add buildings on both sides of the track without having to perform tedious operations, greatly improving design efficiency.
[0068] Players can select the "Quick Edit" option to enter the quick operation pop-up window, such as Figure 10 In the pop-up window, players can specify a side of the road and enter the corresponding shortcut key in the input box as the code for automatically populating buildings. The system will proceed based on the number of times the road loops through the code (equivalent to the "target setting" mentioned above). After clicking "OK", buildings on both sides of the road will automatically populate, allowing for rapid and batch building additions, further improving design efficiency and convenience.
[0069] This method uses shortcuts and a quick settings box to quickly access commonly used objects and materials, eliminating the need to repeatedly click through complex menus. This significantly reduces the number of steps required and significantly improves track design efficiency. For example, during the design process, players can quickly place buildings and adjust materials using shortcuts, saving significant time and effort and completing track design tasks more efficiently.
[0070] This method simplifies the process of adding buildings along the track, allowing players to more easily recreate real-world scenes and enhance the fun and realism of track design. Players can easily add various buildings along the track according to their own creativity and needs, creating a richer and more realistic track environment, and improving the player experience and satisfaction during the UGC design process.
[0071] This method's quick edit function and auto-fill mechanism provide players with a more flexible creative approach, lowering the design threshold and stimulating their creativity. Players can more freely unleash their creativity and try different design styles and layouts, no longer restricted by cumbersome operation procedures. This allows them to better realize their design ideas and create more personalized and innovative track works.
[0072] For the above method embodiments, see Figure 11 The apparatus for editing and controlling a game scene shown in the figure provides a graphical user interface through a terminal device, and displays the game scene to be edited provided by the running game program in the graphical user interface; the apparatus includes:
[0073] The component identification display module 1102 is used to display at least one component identification on the graphical user interface; the component identification is used to: trigger the generation of a corresponding game component in the game scene to be edited;
[0074] The quick operation identifier display module 1104 is configured to respond to a quick operation setting instruction for a first identifier among at least one component identifier and display a first quick operation identifier of the first game component indicated by the first identifier on a graphical user interface; the first quick operation identifier is configured to indicate: triggering generation of a quick operation mode for the first game component in the game scene to be edited;
[0075] The first game component generating module 1106 is configured to generate the first game component in the game scene to be edited in response to a generating instruction for the first game component triggered by a shortcut operation.
[0076] The above-mentioned method, device, and electronic device for editing and controlling a game scene display at least one component identifier on a graphical user interface; the component identifier is used to trigger the generation of a corresponding game component in the game scene to be edited; in response to a shortcut operation setting instruction for a first identifier in the at least one component identifier, a first shortcut operation identifier for the first game component indicated by the first identifier is displayed on the graphical user interface; the first shortcut operation identifier is used to indicate a shortcut operation method for triggering the generation of the first game component in the game scene to be edited; and in response to a generation instruction for the first game component triggered by the shortcut operation method, the first game component is generated in the game scene to be edited. In this method, by setting a shortcut operation method for a component identifier, players can generate the corresponding game component in the game scene to be edited through the shortcut operation method without having to search for the game component again, thereby simplifying the operation of generating game components and improving the player experience.
[0077] The above-mentioned graphical user interface also includes a quick operation setting area; the quick operation identification display module is also used to: respond to the quick operation setting instruction for the first identification in at least one component identification, and display the first quick operation identification of the first game component indicated by the first identification in the quick operation setting area.
[0078] The above-mentioned terminal device is connected to the mouse and the first human-computer interaction device; the first human-computer interaction device includes at least one button; the shortcut operation setting area displays a button identifier; the button identifier is used to indicate the first button of at least one button; the above-mentioned shortcut operation identifier display module is also used to: in response to a mouse drag operation from the button identifier to the first identifier of at least one component identifier, update the button identifier, and determine the updated button identifier as the first shortcut operation identifier; the updated button identifier is used to indicate: the first button of at least one button is used to trigger the generation of the first game component.
[0079] The above-mentioned terminal device is connected to the first human-computer interaction device; the first human-computer interaction device includes at least one button; the first shortcut operation identifier includes the identifier of the first game component and the identifier of the first button among the at least one button; the first game component generation module is also used to: respond to the specified operation acting on the first button, and generate the first game component in the game scene to be edited.
[0080] The above-mentioned terminal device is also connected to a mouse; the graphical user interface also displays the mouse cursor; the first game component generation module is also used to: respond to the specified operation of the first button, generate the first game component at the position of the cursor, and control the first game component to follow the movement of the cursor; respond to the confirmation instruction generated by the mouse, and set the first game component at the scene position in the game scene to be edited corresponding to the current position of the cursor.
[0081] The terminal device is equipped with a touch-sensitive device; the first game component generating module is further configured to generate a first game component in the game scene to be edited in response to a touch operation on the first quick operation identifier.
[0082] The above-mentioned game scene to be edited includes a second game component; the second game component has a related scene area; the first game component generation module is also used to: respond to a selection instruction for the second game component, display the area identification of the scene area related to the second game component; respond to a selection instruction for the area identification, determine the scene area as a target filling area; respond to a generation instruction for the first game component triggered by a shortcut operation method, and generate the first game component in the target filling area.
[0083] The above-mentioned first game component generation module is also used to: respond to the quick fill trigger instruction, display the fill editing window corresponding to the target fill area in the graphical user interface; the fill editing window includes an input box and a fill number setting control; respond to the generation instruction for the first game component triggered by the shortcut operation method, display the symbol logo corresponding to the first game component in the input box; respond to the setting operation of the fill number setting control, determine the target fill number; respond to the fill confirmation operation, generate the first game component matching the target fill number in the target fill area.
[0084] The above-mentioned input box displays the symbol identifier corresponding to the first game component and the symbol identifier corresponding to the third game component; the third game component has a corresponding second quick operation identifier; the symbol identifier corresponding to the third game component responds to the generation instruction for the third game component triggered by the quick operation method indicated by the second quick operation identifier and is displayed in the input box; the above-mentioned device also includes: a second game component generation module, which is used to generate the first game component and the third game component in the target filling area in response to the fill confirmation operation, based on the number, arrangement order and target filling number of the symbol identifier corresponding to the first game component and the symbol identifier corresponding to the third game component.
[0085] The above-mentioned second game component has a related first scene area and a second scene area; the fill editing window includes a first sub-window corresponding to the first scene area and a second sub-window corresponding to the second scene area; the above-mentioned device also includes: a first target fill area determination module, which is used to respond to the selection operation on the first sub-window and determine the first scene area as the target fill area; a second target fill area determination module, which is used to respond to the selection operation on the second sub-window and determine the second scene area as the target fill area.
[0086] This embodiment further provides an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game scene editing and control method, for example:
[0087] At least one component identifier is displayed on a graphical user interface; the component identifier is used to: trigger the generation of a corresponding game component in a game scene to be edited; in response to a shortcut operation setting instruction for a first identifier in at least one component identifier, a first shortcut operation identifier of a first game component indicated by the first identifier is displayed on the graphical user interface; the first shortcut operation identifier is used to indicate: a shortcut operation method for triggering the generation of a first game component in the game scene to be edited; in response to a generation instruction for the first game component triggered by the shortcut operation method, the first game component is generated in the game scene to be edited.
[0088] In the above method, by setting a shortcut operation method for a component identifier, players can generate the corresponding game component in the game scene to be edited through the shortcut operation method without having to search for the game component again, which simplifies the operation of generating game components and improves the player experience.
[0089] Optionally, the above-mentioned graphical user interface also includes a quick operation setting area; in response to a quick operation setting instruction for the first identifier in at least one component identifier, the step of displaying the first quick operation identifier of the first game component indicated by the first identifier in the graphical user interface includes: in response to a quick operation setting instruction for the first identifier in at least one component identifier, displaying the first quick operation identifier of the first game component indicated by the first identifier in the quick operation setting area.
[0090] Optionally, the terminal device is connected to a mouse and a first human-computer interaction device; the first human-computer interaction device includes at least one button; the shortcut operation setting area displays a button identifier; the button identifier is used to indicate a first button among at least one button; in response to a shortcut operation setting instruction for a first identifier among at least one component identifier, the step of displaying a first shortcut operation identifier of a first game component indicated by the first identifier in the shortcut operation setting area includes: in response to a mouse drag operation from the button identifier to the first identifier among at least one component identifier, updating the button identifier, and determining the updated button identifier as the first shortcut operation identifier; the updated button identifier is used to indicate: the first button among at least one button is used to trigger the generation of the first game component.
[0091] Optionally, the above-mentioned terminal device is connected to a first human-computer interaction device; the first human-computer interaction device includes at least one button; the first shortcut operation identifier includes an identifier of the first game component and an identifier of the first button among the at least one button; in response to a generation instruction for the first game component triggered by the shortcut operation mode, the step of generating the first game component in the game scene to be edited includes: generating the first game component in the game scene to be edited in response to a specified operation acting on the first button.
[0092] Optionally, the terminal device is also connected to a mouse; the graphical user interface also displays the mouse cursor; the step of generating a first game component in the game scene to be edited in response to a specified operation on the first button includes: generating the first game component at the position of the cursor in response to the specified operation on the first button, and controlling the first game component to follow the movement of the cursor; and setting the first game component at the scene position in the game scene to be edited corresponding to the current position of the cursor in response to a confirmation instruction generated by the mouse.
[0093] Optionally, the terminal device is configured with a touch-sensitive device; in response to a generation instruction for a first game component triggered by a shortcut operation, the step of generating the first game component in the game scene to be edited includes: generating the first game component in the game scene to be edited in response to a touch operation acting on a first shortcut operation identifier.
[0094] Optionally, the above-mentioned game scene to be edited includes a second game component; the second game component has a related scene area; in response to a generation instruction for the first game component triggered by a shortcut operation mode, the step of generating the first game component in the game scene to be edited includes: in response to a selection instruction for the second game component, displaying an area identifier of the scene area related to the second game component; in response to a selection instruction for the area identifier, determining the scene area as a target fill area; in response to a generation instruction for the first game component triggered by a shortcut operation mode, generating the first game component in the target fill area.
[0095] Optionally, the above-mentioned step of generating the first game component in the target fill area in response to the generation instruction for the first game component triggered by the shortcut operation mode includes: in response to the quick fill trigger instruction, displaying the fill editing window corresponding to the target fill area in the graphical user interface; the fill editing window includes an input box and a fill number setting control; in response to the generation instruction for the first game component triggered by the shortcut operation mode, displaying the symbol logo corresponding to the first game component in the input box; in response to the setting operation of the fill number setting control, determining the target fill number; in response to the fill confirmation operation, generating the first game component matching the target fill number in the target fill area.
[0096] Optionally, the input box displays the symbol identifier corresponding to the first game component and the symbol identifier corresponding to the third game component; the third game component has a corresponding second quick operation identifier; the symbol identifier corresponding to the third game component is displayed in the input box in response to the generation instruction for the third game component triggered by the quick operation method indicated by the second quick operation identifier; the method also includes: in response to the fill confirmation operation, based on the number, arrangement order and target fill number of the symbol identifier corresponding to the first game component and the symbol identifier corresponding to the third game component, the first game component and the third game component are generated in the target filling area.
[0097] Optionally, the above-mentioned second game component has a related first scene area and a second scene area; the fill editing window includes a first sub-window corresponding to the first scene area and a second sub-window corresponding to the second scene area; the above-mentioned method also includes: responding to a selection operation on the first sub-window, determining the first scene area as the target fill area; or, responding to a selection operation on the second sub-window, determining the second scene area as the target fill area.
[0098] See also Figure 12 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the above-mentioned game scene editing control method.
[0099] Furthermore, Figure 12 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0100] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 12 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0101] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 100 or by instructions in the form of software. The above-mentioned processor 100 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0102] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned game scene editing control method.
[0103] The embodiments of the present disclosure provide a method, apparatus, and electronic device for editing and controlling a game scene, including a computer-readable storage medium storing program code. The program code includes instructions that can be used to execute the methods described in the preceding method embodiments, for example:
[0104] At least one component identifier is displayed on a graphical user interface; the component identifier is used to: trigger the generation of a corresponding game component in a game scene to be edited; in response to a shortcut operation setting instruction for a first identifier in at least one component identifier, a first shortcut operation identifier of a first game component indicated by the first identifier is displayed on the graphical user interface; the first shortcut operation identifier is used to indicate: a shortcut operation method for triggering the generation of a first game component in the game scene to be edited; in response to a generation instruction for the first game component triggered by the shortcut operation method, the first game component is generated in the game scene to be edited.
[0105] In the above method, by setting a shortcut operation method for a component identifier, players can generate the corresponding game component in the game scene to be edited through the shortcut operation method without having to search for the game component again, which simplifies the operation of generating game components and improves the player experience.
[0106] Optionally, the above-mentioned graphical user interface also includes a quick operation setting area; in response to a quick operation setting instruction for the first identifier in at least one component identifier, the step of displaying the first quick operation identifier of the first game component indicated by the first identifier in the graphical user interface includes: in response to a quick operation setting instruction for the first identifier in at least one component identifier, displaying the first quick operation identifier of the first game component indicated by the first identifier in the quick operation setting area.
[0107] Optionally, the terminal device is connected to a mouse and a first human-computer interaction device; the first human-computer interaction device includes at least one button; the shortcut operation setting area displays a button identifier; the button identifier is used to indicate a first button among at least one button; in response to a shortcut operation setting instruction for a first identifier among at least one component identifier, the step of displaying a first shortcut operation identifier of a first game component indicated by the first identifier in the shortcut operation setting area includes: in response to a mouse drag operation from the button identifier to the first identifier among at least one component identifier, updating the button identifier, and determining the updated button identifier as the first shortcut operation identifier; the updated button identifier is used to indicate: the first button among at least one button is used to trigger the generation of the first game component.
[0108] Optionally, the above-mentioned terminal device is connected to a first human-computer interaction device; the first human-computer interaction device includes at least one button; the first shortcut operation identifier includes an identifier of the first game component and an identifier of the first button among the at least one button; in response to a generation instruction for the first game component triggered by the shortcut operation mode, the step of generating the first game component in the game scene to be edited includes: generating the first game component in the game scene to be edited in response to a specified operation acting on the first button.
[0109] Optionally, the terminal device is also connected to a mouse; the graphical user interface also displays the mouse cursor; the step of generating a first game component in the game scene to be edited in response to a specified operation on the first button includes: generating the first game component at the position of the cursor in response to the specified operation on the first button, and controlling the first game component to follow the movement of the cursor; and setting the first game component at the scene position in the game scene to be edited corresponding to the current position of the cursor in response to a confirmation instruction generated by the mouse.
[0110] Optionally, the terminal device is configured with a touch-sensitive device; in response to a generation instruction for a first game component triggered by a shortcut operation, the step of generating the first game component in the game scene to be edited includes: generating the first game component in the game scene to be edited in response to a touch operation acting on a first shortcut operation identifier.
[0111] Optionally, the above-mentioned game scene to be edited includes a second game component; the second game component has a related scene area; in response to a generation instruction for the first game component triggered by a shortcut operation mode, the step of generating the first game component in the game scene to be edited includes: in response to a selection instruction for the second game component, displaying an area identifier of the scene area related to the second game component; in response to a selection instruction for the area identifier, determining the scene area as a target fill area; in response to a generation instruction for the first game component triggered by a shortcut operation mode, generating the first game component in the target fill area.
[0112] Optionally, the above-mentioned step of generating the first game component in the target fill area in response to the generation instruction for the first game component triggered by the shortcut operation mode includes: in response to the quick fill trigger instruction, displaying the fill editing window corresponding to the target fill area in the graphical user interface; the fill editing window includes an input box and a fill number setting control; in response to the generation instruction for the first game component triggered by the shortcut operation mode, displaying the symbol logo corresponding to the first game component in the input box; in response to the setting operation of the fill number setting control, determining the target fill number; in response to the fill confirmation operation, generating the first game component matching the target fill number in the target fill area.
[0113] Optionally, the input box displays the symbol identifier corresponding to the first game component and the symbol identifier corresponding to the third game component; the third game component has a corresponding second quick operation identifier; the symbol identifier corresponding to the third game component is displayed in the input box in response to the generation instruction for the third game component triggered by the quick operation method indicated by the second quick operation identifier; the method also includes: in response to the fill confirmation operation, based on the number, arrangement order and target fill number of the symbol identifier corresponding to the first game component and the symbol identifier corresponding to the third game component, the first game component and the third game component are generated in the target filling area.
[0114] Optionally, the above-mentioned second game component has a related first scene area and a second scene area; the fill editing window includes a first sub-window corresponding to the first scene area and a second sub-window corresponding to the second scene area; the above-mentioned method also includes: responding to a selection operation on the first sub-window, determining the first scene area as the target fill area; or, responding to a selection operation on the second sub-window, determining the second scene area as the target fill area.
[0115] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0116] In addition, in the description of the embodiments of the present disclosure, unless otherwise expressly specified or limited, the terms "installed," "connected," and "connected" should be understood in a broad sense. For example, they can refer to fixed connections, detachable connections, or integral connections; they can refer to mechanical connections or electrical connections; they can refer to direct connections or indirect connections through an intermediate medium; and they can refer to internal connections between two components. Those skilled in the art will understand the specific meanings of the above terms in the present disclosure based on the specific circumstances.
[0117] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0118] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0119] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.
Claims
1. A method for editing and controlling a game scene, characterized in that: A graphical user interface is provided by a terminal device, and a game scene to be edited provided by a running game program is displayed in the graphical user interface; the method includes: Displaying at least one component identifier on the graphical user interface; the component identifier is used to: trigger generation of a corresponding game component in the game scene to be edited; In response to a shortcut operation setting instruction for a first identifier among the at least one component identifier, displaying a first shortcut operation identifier of a first game component indicated by the first identifier on the graphical user interface; the first shortcut operation identifier is used to indicate: triggering generation of a shortcut operation mode for the first game component in the game scene to be edited; In response to a generation instruction for the first game component triggered by the shortcut operation, the first game component is generated in the game scene to be edited.
2. The method according to claim 1, characterized in that The graphical user interface also includes a quick operation setting area; In response to a quick operation setting instruction for a first identifier among the at least one component identifier, the step of displaying a first quick operation identifier of a first game component indicated by the first identifier on the graphical user interface includes: In response to a quick operation setting instruction for a first identifier among the at least one component identifier, a first quick operation identifier of a first game component indicated by the first identifier is displayed in the quick operation setting area.
3. The method according to claim 2, characterized in that The terminal device is connected to a mouse and a first human-computer interaction device; the first human-computer interaction device includes at least one button; the shortcut operation setting area displays a button identifier; the button identifier is used to indicate a first button in the at least one button; In response to a quick operation setting instruction for a first identifier among the at least one component identifier, the step of displaying a first quick operation identifier of a first game component indicated by the first identifier in the quick operation setting area includes: In response to a mouse drag operation from the button identifier to the first identifier among the at least one component identifier, the button identifier is updated, and the updated button identifier is determined as the first shortcut operation identifier; the updated button identifier is used to indicate: the first button among the at least one button is used to trigger the generation of the first game component.
4. The method according to claim 1, wherein The terminal device is connected to a first human-computer interaction device; the first human-computer interaction device includes at least one button; the first shortcut operation identifier indicates that a first button of the at least one button is used to trigger the generation of the first game component; In response to the generation instruction for the first game component triggered by the shortcut operation mode, the step of generating the first game component in the game scene to be edited includes: In response to a designated operation on the first button, the first game component is generated in the game scene to be edited.
5. The method according to claim 4, characterized in that The terminal device is also connected to a mouse; the graphical user interface also displays the cursor of the mouse; In response to a designated operation on the first button, the step of generating the first game component in the game scene to be edited includes: In response to a designated operation on the first button, generating the first game component at the position of the cursor, and controlling the first game component to move along with the cursor; In response to a confirmation instruction generated by the mouse, the first game component is set at a scene position in the game scene to be edited corresponding to the current position of the cursor.
6. The method according to claim 1, characterized in that The terminal device is equipped with a touch-sensitive device; In response to the generation instruction for the first game component triggered by the shortcut operation mode, the step of generating the first game component in the game scene to be edited includes: In response to a touch operation on the first quick operation identifier, the first game component is generated in the game scene to be edited.
7. The method according to claim 1, characterized in that The game scene to be edited includes a second game component; the second game component has a related scene area; In response to the generation instruction for the first game component triggered by the shortcut operation mode, the step of generating the first game component in the game scene to be edited includes: In response to a selection instruction for the second game component, displaying an area identifier of a scene area related to the second game component; In response to a selection instruction for the area identifier, determining the scene area as a target filling area; In response to a generation instruction for the first game component triggered by the shortcut operation, the first game component is generated in the target filling area.
8. The method according to claim 7, characterized in that In response to a generation instruction for the first game component triggered by the shortcut operation, the step of generating the first game component in the target filling area includes: In response to a quick fill trigger instruction, displaying a fill editing window corresponding to the target fill area on the graphical user interface; the fill editing window includes an input box and a fill times setting control; In response to a generation instruction for the first game component triggered by the shortcut operation, displaying a symbol corresponding to the first game component in the input box; In response to a setting operation on the fill number setting control, determining a target fill number; In response to the filling confirmation operation, a first game component matching the target filling number is generated in the target filling area.
9. The method according to claim 8, characterized in that The input box displays a symbolic identifier corresponding to the first game component and a symbolic identifier corresponding to a third game component; the third game component has a corresponding second quick operation identifier; the symbolic identifier corresponding to the third game component is displayed in the input box in response to a generation instruction for the third game component triggered by a quick operation mode indicated by the second quick operation identifier; The method further comprises: In response to the filling confirmation operation, the first game component and the third game component are generated in the target filling area based on the number, arrangement order and the target filling number of symbol identifiers corresponding to the first game component and the third game component.
10. The method according to claim 8, characterized in that The second game component has a related first scene area and a second scene area; the fill editing window includes a first sub-window corresponding to the first scene area and a second sub-window corresponding to the second scene area; The method further comprises: In response to a selection operation on the first sub-window, determining the first scene area as a target filling area; or, In response to a selection operation on the second sub-window, the second scene area is determined as a target filling area.
11. A game scene editing control device, characterized in that: A graphical user interface is provided by a terminal device, and a game scene to be edited provided by a running game program is displayed in the graphical user interface; the apparatus comprises: A component identification display module, configured to display at least one component identification on the graphical user interface; the component identification is configured to trigger generation of a corresponding game component in the game scene to be edited; a quick operation identifier display module, configured to respond to a quick operation setting instruction for a first identifier among the at least one component identifier and display a first quick operation identifier of the first game component indicated by the first identifier on the graphical user interface; the first quick operation identifier is used to indicate: triggering generation of a quick operation mode for the first game component in the game scene to be edited; The first game component generation module is used to respond to the generation instruction for the first game component triggered by the shortcut operation mode, and generate the first game component in the game scene to be edited.
12. An electronic device, characterized in that: The game scene editing and control method comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game scene editing and control method according to any one of claims 1 to 10.
13. A machine-readable storage medium, characterized in that The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the game scene editing control method according to any one of claims 1 to 10.