Game editing method, game running method, device and computer equipment
By adding instructions in response to scene elements in the game editing platform and using custom logic components for game logic editing, the scene problem that is difficult to reuse in the existing technology is solved, and rapid and efficient development of repeated scenes is achieved.
Patent Information
- Application Number
- CN202210326988.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-30
- Publication Date
- 2025-03-14
- Estimated Expiration
- 2042-03-30
AI Technical Summary
Existing game editing platforms are difficult to provide reuse services for duplicate or similar scenarios, which leads to developers spending a lot of human resources for repeated development, increasing the time and labor cost of game development.
Add corresponding scene elements to the game scene editing page by adding instructions in response to scene elements, and use custom logic components to edit the game logic to build the initial logical architecture, and finally run the game based on the target logic architecture.
It realizes rapid development of repetitive or similar game scenarios, saves labor and time costs during the game development process, and thus improves game development efficiency.
Smart Images

Figure CN114661284B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a game editing method, a game running method, a device and a computer equipment. Background Art
[0002] During the game development process, developers need to edit the game scenes and game logic on the game editing platform according to the game mechanisms and rules to obtain a game that meets development requirements.
[0003] In the development process of different small and medium-sized games, developers often need to edit repeated or similar scenes, but the existing game editing platforms often only edit a single game, so they cannot provide reuse services for repeated or similar scenes, which requires a lot of human resources for repeated development, increasing the manpower and time costs in the game development process. Summary of the invention
[0004] The embodiments of the present disclosure at least provide a game editing method, a game running method, an apparatus, and a computer device.
[0005] In a first aspect, an embodiment of the present disclosure provides a game editing method, comprising:
[0006] In response to a scene element adding instruction, a scene element corresponding to the scene element adding instruction is added to a target game scene edited on a game scene editing page;
[0007] In response to a logic component adding instruction for the target game scene, a target logic component corresponding to the logic component adding instruction is added to a game logic editing page to build an initial logic architecture including at least one target logic component; wherein the at least one target logic component is used to describe the execution logic of each scene element in the target game, including a custom logic component obtained by encapsulating multiple logic components;
[0008] In response to a first editing operation on a target logic component in the initial logic architecture, a target logic architecture of the target game is obtained to run the target game based on the target logic architecture.
[0009] In a possible implementation manner, the game logic editing page is used to perform logic editing on each target scene element in the target game scene;
[0010] In response to the logic component adding instruction for the target game scene, before adding the target logic component corresponding to the logic component adding instruction to the game logic editing page, the method further includes:
[0011] In response to a selection operation on a target scene element among the scene elements, the target scene element currently undergoing logic editing is determined.
[0012] In a possible implementation, the step of responding to the logic component adding instruction for the target game scene and adding the target logic component corresponding to the logic component adding instruction to the game logic editing page includes:
[0013] In response to the logic component adding operation for the target scene element, the target logic component corresponding to the logic component adding instruction is added to the game logic editing page corresponding to the target scene element.
[0014] In a possible implementation manner, the method further includes editing the game scene editing page and the game logic editing page according to the following method:
[0015] In response to the target prefab adding instruction, the prefabricated scene element in the target prefab is added in the game scene editing page; and the prefabricated logic component corresponding to the prefabricated scene element is added in the game logic editing page.
[0016] In a possible implementation, the logic component includes a storage component, a trigger component, a function component, and an action component, wherein:
[0017] The storage component is used to respond to a first value assignment operation of a user and store a data value corresponding to the first value assignment operation;
[0018] The trigger component is used to trigger other logic components after the trigger component after the game engine of the target game monitors the preset game interaction event, so that the other logic components start to execute in sequence;
[0019] The functional component is used to implement the target function in the execution logic; wherein the target function includes describing the relationship between the various logic components in the logic architecture, determining whether the output of the logic component meets the preset conditions, and defining the number of loops of the logic component;
[0020] The action component is used to execute the target action in the execution logic; wherein the target action includes assigning a property value of a target scene element.
[0021] In a possible implementation manner, the method further includes obtaining the custom logic component according to the following steps:
[0022] In response to the encapsulation instruction, a packaging page of the custom logic component is displayed; wherein the packaging page displays multiple target logic components to be encapsulated;
[0023] In response to a user's selection operation on a plurality of target logic components in the encapsulation page, a plurality of first target logic components are determined; wherein the first target logic components include an access port component, and the access port component is used to define the execution start and output of the custom logic component;
[0024] In response to the user's editing operation on each first target logic component, the custom logic component is generated.
[0025] In a second aspect, the present disclosure provides a game running method, including:
[0026] Initializing a game engine of the target game based on the target logical architecture and target game scene of the target game generated according to the first aspect or any possible implementation manner of the first aspect;
[0027] Rendering the game screen of the target game based on the initialized game engine;
[0028] Obtaining an interaction instruction sent by the game engine, and determining an interaction result corresponding to the interaction instruction based on the interaction instruction and the target logical architecture;
[0029] The game screen is updated and rendered based on the interaction result.
[0030] In a possible implementation, the method includes initializing the game engine of the target game according to the following method:
[0031] Based on the target game scene, creating a rendering node corresponding to the scene element in the target game scene in the game engine;
[0032] The corresponding relationship between the rendering node and each logic component in the target logic architecture is determined so that the rendering node can render the game screen according to the output corresponding to the logic component.
[0033] In a third aspect, the present disclosure also provides a game editing device, including:
[0034] A first adding module, configured to respond to a scene element adding instruction and add a scene element corresponding to the scene element adding instruction in a target game scene edited on a game scene editing page;
[0035] A second adding module is used to respond to a logic component adding instruction for the target game scene, and add a target logic component corresponding to the logic component adding instruction to the game logic editing page to build an initial logic architecture including at least one target logic component; wherein the at least one target logic component is used to describe the execution logic of each scene element in the target game, including a custom logic component obtained by encapsulating multiple logic components;
[0036] The editing module is used to respond to a first editing operation on a target logic component in the initial logic architecture to obtain a target logic architecture of the target game so as to run the target game based on the target logic architecture.
[0037] In a possible implementation manner, the game logic editing page is used to perform logic editing on each target scene element in the target game scene;
[0038] In response to the logic component adding instruction for the target game scene, before adding the target logic component corresponding to the logic component adding instruction to the game logic editing page, the second adding module is further used to:
[0039] In response to a selection operation on a target scene element among the scene elements, the target scene element currently undergoing logic editing is determined.
[0040] In a possible implementation manner, the second adding module, in response to a logic component adding instruction for the target game scene, adds the target logic component corresponding to the logic component adding instruction to the game logic editing page, to:
[0041] In response to the logic component adding operation for the target scene element, the target logic component corresponding to the logic component adding instruction is added to the game logic editing page corresponding to the target scene element.
[0042] In a possible implementation manner, the editing module is further used to edit the game scene editing page and the game logic editing page according to the following steps:
[0043] In response to the target prefab adding instruction, the prefabricated scene element in the target prefab is added in the game scene editing page; and the prefabricated logic component corresponding to the prefabricated scene element is added in the game logic editing page.
[0044] In a possible implementation, the logic component includes a storage component, a trigger component, a function component, and an action component, wherein:
[0045] The storage component is used to respond to a first value assignment operation of a user and store a data value corresponding to the first value assignment operation;
[0046] The trigger component is used to trigger other logic components after the trigger component after the game engine of the target game monitors the preset game interaction event, so that the other logic components start to execute in sequence;
[0047] The functional component is used to implement the target function in the execution logic; wherein the target function includes describing the relationship between the various logic components in the logic architecture, determining whether the output of the logic component meets the preset conditions, and defining the number of loops of the logic component;
[0048] The action component is used to execute the target action in the execution logic; wherein the target action includes assigning a property value of a target scene element.
[0049] In a possible implementation manner, the second adding module is further configured to obtain the custom logic component according to the following steps:
[0050] In response to the encapsulation instruction, a packaging page of the custom logic component is displayed; wherein the packaging page displays multiple target logic components to be encapsulated;
[0051] In response to a user's selection operation on a plurality of target logic components in the encapsulation page, a plurality of first target logic components are determined; wherein the first target logic components include an access port component, and the access port component is used to define the execution start and output of the custom logic component;
[0052] In response to the user's editing operation on each first target logic component, the custom logic component is generated.
[0053] In a fourth aspect, the present disclosure also provides a game running device, including:
[0054] An initialization module, configured to initialize a game engine of a target game based on a target logical architecture and a target game scene of the target game generated according to the first aspect or any possible implementation manner of the first aspect;
[0055] A rendering module, used for rendering the game screen of the target game based on the initialized game engine;
[0056] A determination module, configured to obtain an interaction instruction sent by the game engine, and determine an interaction result corresponding to the interaction instruction based on the interaction instruction and the target logical architecture;
[0057] An updating module is used to update and render the game screen based on the interaction result.
[0058] In a possible implementation manner, the initialization module is used to initialize the game engine of the target game according to the following steps:
[0059] Based on the target game scene, creating a rendering node corresponding to the scene element in the target game scene in the game engine;
[0060] The corresponding relationship between the rendering node and each logic component in the target logic architecture is determined so that the rendering node can render the game screen according to the output corresponding to the logic component.
[0061] In a fifth aspect, an embodiment of the present disclosure further provides a computer device, comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the computer device is running, the processor communicates with the memory through the bus, and when the machine-readable instructions are executed by the processor, the steps in any possible implementation of the first aspect or the second aspect are performed.
[0062] In a sixth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps in any possible implementation of the first aspect or the second aspect are executed.
[0063] The game editing method, game running method, device and computer equipment provided by the disclosed embodiments add scene elements corresponding to the scene element adding instructions to the target game scene edited on the game scene editing page by responding to the scene element adding instructions; use the custom logic components obtained by encapsulating multiple logic components to edit the game logic to build an initial logic architecture; and obtain the target logic architecture of the target game through the first editing operation of the initial logic architecture to run the target game based on the target logic architecture. In this way, by using the custom logic components to edit the game logic, it can help developers quickly develop repeated or similar game scenes, save manpower costs and time costs in the game development process, and thus improve the efficiency of game development.
[0064] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0065] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following is a brief introduction to the drawings required for use in the embodiments. The drawings herein are incorporated into the specification and constitute a part of the specification. These drawings illustrate embodiments consistent with the present disclosure and are used together with the specification to illustrate the technical solutions of the present disclosure. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can also be obtained based on these drawings without creative work.
[0066] Figure 1 A flowchart of a game editing method provided by an embodiment of the present disclosure is shown;
[0067] Figure 2 A schematic diagram of a game scene editing page in the game editing method provided by an embodiment of the present disclosure is shown;
[0068] Figure 3a A schematic diagram showing a storage component in a logic blueprint in a game editing method provided by an embodiment of the present disclosure;
[0069] Figure 3b A schematic diagram showing a trigger component in a logic blueprint in a game editing method provided by an embodiment of the present disclosure;
[0070] Figure 3c A schematic diagram showing a trigger component in a logic blueprint in a game editing method provided by an embodiment of the present disclosure;
[0071] Figure 3d A schematic diagram showing an action component in a logic blueprint in a game editing method provided by an embodiment of the present disclosure;
[0072] Figure 3e A schematic diagram showing the production and reuse of prefabricated bodies in the game editing method provided by an embodiment of the present disclosure;
[0073] Figure 4 A flowchart showing a specific method for obtaining a prefabricated body in the game editing method provided by an embodiment of the present disclosure;
[0074] Figure 5 A flowchart showing a specific method for obtaining a custom logic component in the game editing method provided by an embodiment of the present disclosure;
[0075] Figure 6 A schematic diagram showing a packaging page of a custom logic component in the game editing method provided by an embodiment of the present disclosure is shown;
[0076] Figure 7aA schematic diagram showing a logic link of a custom logic component before packaging in the game editing method provided by an embodiment of the present disclosure;
[0077] Figure 7b A schematic diagram showing the display effect of a custom logic component after encapsulation in the game editing method provided by an embodiment of the present disclosure;
[0078] Figure 7c A schematic diagram showing the production and reuse of custom logic components in the game editing method provided by an embodiment of the present disclosure;
[0079] Figure 8 A flowchart of a game running method provided by an embodiment of the present disclosure is shown;
[0080] Fig. 9 A flowchart of initializing a game engine of a target game in a game running method provided by an embodiment of the present disclosure is shown;
[0081] Fig.10a A schematic diagram showing a game operation link of a game logic operation hub in a game editing method provided by an embodiment of the present disclosure is shown;
[0082] Fig.10b The following is a diagram showing a logic structure related to a click operation in a target game in the game editing method provided by an embodiment of the present disclosure;
[0083] Fig.10c A schematic diagram showing the interaction between the rendering layer and the game logic operation center in the game editing method provided by the embodiment of the present disclosure is shown;
[0084] Fig.10d A schematic diagram showing a main logic loop of a target game in operation in the game editing method provided by an embodiment of the present disclosure;
[0085] Fig.11 A schematic diagram of the architecture of a game editing device provided by an embodiment of the present disclosure is shown;
[0086] Fig.12 A schematic diagram of the architecture of a game running device provided by an embodiment of the present disclosure is shown;
[0087] Fig.13 A schematic diagram of the structure of a computer device provided by an embodiment of the present disclosure is shown. DETAILED DESCRIPTION
[0088] In order to make the purpose, technical scheme and advantages of the embodiments of the present disclosure clearer, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present disclosure.
[0089] It should be noted that similar reference numerals and letters denote similar items in the following drawings, and therefore, once an item is defined in one drawing, further definition and explanation thereof is not required in subsequent drawings.
[0090] The term "and / or" herein only describes an association relationship, indicating that three relationships may exist. For example, A and / or B may represent the following three situations: A exists alone, A and B exist at the same time, and B exists alone. In addition, the term "at least one" herein represents any combination of at least two of any one or more of a plurality of. For example, including at least one of A, B, and C may represent including any one or more elements selected from the set consisting of A, B, and C.
[0091] Research has found that in the development process of different small and medium-sized games, developers often need to edit repeated or similar scenes, but existing game editing platforms often only edit a single game, so they cannot provide reuse services for repeated or similar scenes, which requires a lot of human resources for repeated development, increasing the labor and time costs in the game development process.
[0092] Based on the above research, the present disclosure provides a game editing method, a game running method, an apparatus and a computer device, which responds to a scene element adding instruction, adds a scene element corresponding to the scene element adding instruction in the target game scene edited on the game scene editing page; uses a custom logic component obtained by encapsulating multiple logic components to edit the game logic to build an initial logic architecture; and obtains the target logic architecture of the target game through a first editing operation on the initial logic architecture, so as to run the target game based on the target logic architecture. In this way, by using a custom logic component to edit the game logic, it can help developers quickly develop repeated or similar game scenes, save manpower and time costs in the game development process, and thus improve the efficiency of game development.
[0093] To facilitate understanding of this embodiment, a game editing method disclosed in the embodiment of the present disclosure is first introduced in detail. The execution subject of the game editing method provided in the embodiment of the present disclosure is generally a computer device with certain computing capabilities, and the computer device includes, for example: a terminal device or a server or other processing device, and the terminal device can be an intelligent terminal device with a display function, for example, a smart phone, a tablet computer, an intelligent wearable device, etc. In some possible implementations, the game editing method can be implemented by a processor calling a computer-readable instruction stored in a memory.
[0094] See also Figure 1 FIG. 1 is a flowchart of a game editing method provided by an embodiment of the present disclosure, wherein the method comprises steps S101 to S103, wherein:
[0095] S101: In response to a scene element adding instruction, a scene element corresponding to the scene element adding instruction is added to a target game scene edited on a game scene editing page.
[0096] S102: In response to a logic component adding instruction for the target game scene, a target logic component corresponding to the logic component adding instruction is added to a game logic editing page to build an initial logic architecture including at least one target logic component; wherein the at least one target logic component is used to describe the execution logic of each scene element in the target game, including a custom logic component obtained by encapsulating multiple logic components.
[0097] S103: In response to a first editing operation on a target logic component in the initial logic architecture, a target logic architecture of the target game is obtained to run the target game based on the target logic architecture.
[0098] The following is a detailed description of the above steps.
[0099] With respect to S101, the scene elements may be people, objects, etc. in the scene. Taking the target game scene as a restaurant as an example, the scene elements in the game scene may be customers, waiters, dining tables, etc.
[0100] Exemplarily, the schematic diagram of the game scene editing page can be as follows: Figure 2 As shown, Figure 2In the embodiment, the display content of the first display area is a game scene editing page, which can respond to the editing operation in the first display area to edit each scene element displayed in the first display area (such as adjusting the position, etc.), so as to obtain the edited target game scene; the display content of the second display area is a navigation page for each scene element, which can respond to the scene element adding instruction in the second display area to add the corresponding scene element in the game scene editing page in the first display area, for example, it can respond to the user's drag operation on the identification information of any scene element in the second display area (move to the target position in the game scene editing page after clicking), and display the scene element at the target position; the display content of the third display area is at least one game scene and at least one scene element of the target game, which can respond to the user's drag operation on the identification information of any scene element in the second display area The editing operation of any game scene or any scene element in the third display area is used to edit the scene and scene elements of the target game, such as deleting or adding scene elements; the display content of the fourth display area is the attribute values of the scene elements in the game scene, such as the size information of the game background picture, etc.; the display content of the fifth display area is the tool navigation bar of the game editing platform, and the tool navigation bar can display function buttons corresponding to various functions provided by the game editing platform, such as an open file button, a save file button, a game effect preview button, a publish game button, a start game scene editing mode button, a start game logic editing mode button, etc., and the conversion between game scene editing and game logic editing can be achieved by responding to the trigger operation of the start game scene editing mode button or the start game logic editing mode button.
[0101] In this way, by responding to scene element addition instructions and corresponding editing operations, the target game scene can be built in the game scene editing page.
[0102] S102: In response to a logic component adding instruction for the target game scene, a target logic component corresponding to the logic component adding instruction is added to a game logic editing page to build an initial logic architecture including at least one target logic component; wherein the at least one target logic component is used to describe the execution logic of each scene element in the target game, including a custom logic component obtained by encapsulating multiple logic components.
[0103] Here, the game logic editing page can be used to perform logic editing on each target scene element in the target game scene, and the constructed logic architecture can be, for example, a logic blueprint.
[0104] Exemplarily, the schematic diagram of the game logic editing page can also be as follows: Figure 2 As shown, Figure 2In the embodiment, the display content of the first display area may be a game logic editing page, and the logic editing page may display an architecture including logic components; the display content of the second display area may be a navigation page of each logic component, and the corresponding target logic component may be added to the game logic editing page in the first display area in response to a logic component adding instruction in the second display area; the display content of the third display area may be at least one game scene and at least one scene element of the target game, and before adding the target logic component corresponding to the logic component adding instruction to the game logic editing page, the target scene element currently being logic edited may be determined in response to a user's selection operation on the target scene element in the third display area; the display content of the fourth display area may be the attribute values of each logic component in the architecture, such as the numerical value of a game reward score; the display content of the fifth display area may be a tool navigation bar of the game editing platform.
[0105] In practical applications, according to different development purposes, the logic components can be divided into the following types:
[0106] Component type 1. Storage component.
[0107] Here, the storage component may be used to respond to a first value assignment operation by a user and store a data value corresponding to the first value assignment operation.
[0108] Specifically, in response to the user's first assignment operation of the target logic component in the game logic editing page, the value assigned to the target logic component can be added to the corresponding field of the database. The component has input but no output, that is, after executing to the storage component according to the architecture, there is no subsequent execution process of other logic components.
[0109] Exemplarily, taking the first assignment operation as setting the game reward score for completing the target game to 100 points, in response to the first assignment operation, the attribute value of the field corresponding to the game reward score in the database can be updated to 100.
[0110] Exemplarily, the schematic diagram of the storage component in the logic blueprint can be as follows: Figure 3a As shown, Figure 3a The storage component in the figure has the storage data type of the storage component displayed on the top and the data name of the storage component displayed on the bottom. Both the storage data type and the data name can be edited by the user.
[0111] Component type 2: Trigger component.
[0112] Here, the trigger component can be used to trigger other logic components after the trigger component after the game engine of the target game listens to the preset game interaction event, so that other logic components start to execute in sequence. This component can have output without input in the architecture, that is, the trigger component can be the starting point of execution in the architecture, and is used to start executing subsequent logic components in sequence after being triggered.
[0113] Specifically, the preset game interaction event may be an interaction event for a scene element in the target game, and the interaction event may be dragging, single-clicking, double-clicking, and the like.
[0114] Exemplarily, the schematic diagram of the trigger component in the logic blueprint can be as follows: Figure 3b As shown, Figure 3b In the game interaction event, the node "carrot" is dragged. The game processing operations to be performed at the drag position, when the drag starts, when the drag continues, and after the drag ends can be judged according to the logic components subsequently connected to the trigger components "drag position", "start", "continue", and "end".
[0115] Component type 3: Functional component.
[0116] Here, the functional component can be used to implement the target function in the execution logic. The component can have input and output, that is, the component can be located at any position in the middle of the logic execution link in the architecture.
[0117] Specifically, the target functions include describing the relationship between the logic components in the logic architecture, determining whether the output of the logic component meets the preset conditions, and defining the number of cycles of the logic component.
[0118] Exemplarily, the schematic diagram of the trigger component in the logic blueprint can be as follows: Figure 3c As shown, Figure 3c In the example, the target function of the functional component is to compare attribute values to determine whether attribute 1 "the topic of question 1" is equal to attribute 2 "the answer to the question".
[0119] Component type 4: Action component.
[0120] Here, the action component can be used to execute the target action in the execution logic. The component has a single input and can have multiple outputs, so that different logics set subsequently can be executed according to requirements.
[0121] Specifically, the target action includes assigning a value to an attribute value of a target scene element, etc.
[0122] Exemplarily, the schematic diagram of the action component in the logic blueprint can be as follows: Figure 3d As shown, Figure 3dIn the example, the target action of the action component is to assign attribute 2 "Select correct" to attribute 1 "Select result".
[0123] It should be noted that each logic component is obtained by encapsulating the corresponding execution code. Therefore, the logic component can be understood as a visual display form of the execution code. The process of editing the game logic through the logic component is essentially editing the corresponding execution code. The visual development method can reduce the code understanding cost of developers, thereby improving game development efficiency.
[0124] In a possible implementation, when the target logic component corresponding to the logic component adding instruction is added to the game logic editing page, the target logic component corresponding to the logic component adding instruction can be added to the game logic editing page corresponding to the target scene element in response to the logic component adding operation for the target scene element.
[0125] Here, the scene elements are often associated with each other, and can respond to the user's node editing operations to build a scene node tree. Each node in the scene node tree can be a scene element or a specific grouping of settings, and the parent-child relationship between the nodes can represent the association relationship between the scene elements.
[0126] For example, in response to the user's node editing operation, characters 1, 2, and 3 in the game scene can be set as a group. The parent node of the group can be a "character" node, and the child nodes of the group are scene elements "character 1", "character 2", and "character 3". The association relationship between the scene elements is a parallel relationship that belongs to the same group.
[0127] In actual applications, when editing the game logic, the root node in the scene node tree can be selected, and the game logic editing page corresponding to the root node can be edited, so that more nodes (i.e., scene elements) can be called during logic editing; or, the game logic editing pages corresponding to multiple nodes in the scene node tree can be edited respectively, so that a more complex game mechanism can be implemented, thereby improving the user's gaming experience, which is not limited in this embodiment of the present disclosure.
[0128] The following will introduce respectively the methods for quickly editing the game scene editing page and / or the game logic editing page in the game editing method provided by the embodiments of the present disclosure.
[0129] Editing method 1: Quickly edit the game scene editing page and the game logic editing page by adding prefabs.
[0130] Here, in response to the target prefab adding instruction, the prefabricated scene elements in the target prefab can be added in the game scene editing page; and the prefabricated logic components corresponding to the prefabricated scene elements can be added in the game logic editing page.
[0131] Specifically, the prefab includes a node in the scene node tree and a logic structure obtained after editing the game logic of the node. By reusing the prefab, similar game scenes can be quickly edited, thereby improving game development efficiency.
[0132] In a possible implementation, Figure 4 As shown, the preform can be obtained by the following steps:
[0133] S401: In response to a trigger operation on a target node in a scene node tree, a prefabricated scene element for which a prefabricated body needs to be constructed is determined.
[0134] S402: Based on the prefabricated scene elements and the blueprint obtained after the target node is edited through game logic, a prefabricated body corresponding to the target node is generated.
[0135] Specifically, after the prefab corresponding to the target node is generated, the generated prefab can be added to the target storage area (for example, Figure 2 In the second display area in the target storage area), so as to quickly call the prefabricated object for game editing through subsequent triggering operation on the target storage area.
[0136] For example, the schematic diagram of the production and reuse of the preform can be as follows: Figure 3e As shown, Figure 3e In the process, perform scene editing and logic editing in sequence to generate prefabs, and add the generated prefabs to the prefab resource library. When using prefabs, you can obtain prefabs from the prefab resource library and reuse them.
[0137] Editing method 2: Quickly edit the game logic editing page by adding custom logic components.
[0138] Here, the custom logic component is a user-defined logic component, and the included logic components may be various logic components already in the database.
[0139] In a possible implementation, Figure 5 As shown, the custom logic component can be obtained by following the steps below:
[0140] S501: In response to a packaging instruction, a packaging page of a custom logic component is displayed; wherein the packaging page displays a plurality of target logic components to be packaged.
[0141] S502: In response to the user's selection operation on the multiple target logic components in the encapsulation page, multiple first target logic components are determined; wherein the first target logic components include outlet components, and the outlet components are used to define the execution start and output of the custom logic component.
[0142] S503: In response to the user's editing operation on each first target logic component, generate the custom logic component.
[0143] Exemplarily, the schematic diagram of the encapsulation page of the custom logic component may be as follows: Figure 6 As shown, Figure 6 In the editing area (middle area) of the current encapsulation page, an access component "Access Start" is displayed, which can be used to define the start of execution of the custom logic component; the navigation page (lower area) of each logic component of the current encapsulation page displays the existing logic components "Storage Component", "Trigger Component", "Function Component", "Action Component", and "Access Component" in the database; by responding to the user's selection operation on multiple target logic components in the encapsulation page, multiple first target logic components can be determined, and the first target logic components are added in the editing area of the encapsulation page, and then by responding to the user's editing operation on each first target logic component, the custom logic component can be generated.
[0144] Exemplarily, the logic link of the custom logic component before packaging can be as follows: Figure 7a As shown, Figure 7a In the example, after the access starts, the attribute value judgment of the functional component is first performed. When it is equal to possible result 1, the interface name (i.e., the first possible output) is defined as "possible result 1" through the interface component; when it is not equal to possible result 1, the attribute value judgment of the functional component continues. When it is equal to possible result 2, the interface name (i.e., the second possible output) is defined as "possible result 2" through the interface component; when it is not equal to possible result 2, the attribute value judgment of the functional component continues. When it is equal to possible result 3, the interface name (i.e., the third possible output) is defined as "possible result 3" through the interface component; when it is not equal to possible result 3, the interface name (i.e., the fourth possible output) is defined as "neither match" through the interface component.
[0145] For example, the display effect of the custom logic component after packaging can be as follows: Figure 7b As shown, Figure 7bIn the example, the editable attributes in the custom logic component are "input value", "possible result 1", "possible result 2" and "possible result 3", and the logic editing of the target game can be completed in response to the user's editing operation on the editable attributes in the custom logic component.
[0146] For example, the schematic diagram of making and reusing a custom logic component can be as follows: Figure 7c As shown, Figure 7c In the , you can generate custom logic components by editing blueprint logic, and the generated custom logic components can also be used directly for blueprint logic editing; in addition, you can also add the generated custom logic components to the custom logic component template library, and when using custom logic components, you can obtain the custom logic components from the custom logic component template library and reuse them.
[0147] In this way, by using custom logic components to edit game logic, the connection relationship between multiple logic components can be hidden, making the entire logic chain clearer and neater. The high encapsulation of custom logic components can also help developers quickly understand and build the architecture, thereby improving game development efficiency.
[0148] S103: In response to a first editing operation on a target logic component in the initial logic architecture, a target logic architecture of the target game is obtained to run the target game based on the target logic architecture.
[0149] Here, the first editing operation on the target logic component in the initial logic architecture may be a connection operation, an assignment operation, a position adjustment operation, etc. on the target logic component. The target logic architecture obtained by the first editing operation on the target logic component in the initial logic architecture may refer to Figure 7a As shown, the target logic components are connected to form a logical link for running the target game.
[0150] See also Figure 8 FIG. 8 is a flowchart of a game running method provided by an embodiment of the present disclosure, wherein the method includes steps S801 to S804, wherein:
[0151] S801: Initializing the game engine of the target game based on the target logical architecture and target game scene generated by the game editing method provided in the embodiment of the present disclosure.
[0152] S802: Rendering the game screen of the target game based on the initialized game engine.
[0153] S803: Acquire the interaction instruction sent by the game engine, and determine the interaction result corresponding to the interaction instruction based on the interaction instruction and the target logical architecture.
[0154] S804: Update and render the game screen based on the interaction result.
[0155] For S801, the game engine is used to render the real-time game screen of the game running. The process of initializing the game engine is the process of configuring the configuration file (target logical architecture and target game scene) obtained according to the above-mentioned game editing method to the game engine.
[0156] In a possible implementation, Fig. 9 As shown, the game engine of the target game can be initialized by following the steps below:
[0157] S901: Based on the target game scene, create a rendering node corresponding to the scene element in the target game scene in the game engine.
[0158] S902: Determine the corresponding relationship between the rendering node and each logic component in the target logic architecture, so that the rendering node can render the game screen according to the output corresponding to the logic component.
[0159] For S802~S804, during the operation of the target game, the game engine can monitor the device interaction instructions sent by the game user end in real time, and convert the device interaction instructions into game interaction instructions that can trigger game logic judgments, and send the game interaction instructions to the game logic operation center (which can be a module in the server, used to perform corresponding game logic judgments according to the architecture) to determine the game interaction results corresponding to the game interaction instructions.
[0160] Exemplarily, the device interaction instruction may be generated in response to a trigger operation on the "B button" of a game controller. The game engine may convert the device interaction instruction into a game interaction instruction "jump instruction", and send the "jump instruction" to the game logic operation center for logical judgment to determine the game interaction result corresponding to the "jump instruction", and send the rendering content corresponding to the game interaction result to the game engine to update and render the game screen.
[0161] The following is an introduction to the game editing method and the game running method provided by the embodiments of the present disclosure with reference to specific examples:
[0162] Exemplarily, taking the target game as a diamond-clicking game, the rules of the game are that within a certain period of time, the user can click on the diamonds in the user-end interface. When the user clicks on the diamonds on the screen, a certain score can be obtained. The more diamonds are clicked, the more points are obtained.
[0163] In the game editing stage, by responding to the scene element adding instruction, the scene element "diamond" can be added to the game scene editing page to build the game scene corresponding to the diamond game; by adding instructions through the logic component, logical components such as storage components and trigger components can be added to the game logic editing page, wherein the storage component can be used in the game to store the scores corresponding to each diamond and the total score of the user during the game, and the trigger component can be used in the game to modify the display status of the clicked diamond after listening to the diamond being clicked, and update the stored total score of the user, and the trigger component can also end the target game when it is detected that the user's game time reaches the preset time.
[0164] Specifically, the operation link in the game operation can be divided into a device interaction layer, an instruction interaction layer, a rule mechanism layer and a rendering layer, wherein the device interaction layer and the rendering layer are executed by the game engine side, and the instruction interaction layer and the mechanism rule layer can be executed by the game logic operation center.
[0165] For example, the schematic diagram of the game operation link of the game logic operation center can be as follows: Fig.10a As shown, Fig.10a In the traditional game programming operation link, the game engine monitors the interaction events of the device, and performs data processing and game logic processing according to the interaction events, and then the rendering layer renders according to the processing results; in the game operation link of the game logic operation center (i.e., the blueprint logic center) of the present application, the device interaction layer (responsible for monitoring device interaction) and the rendering layer are executed by the game engine side, and the instruction interaction layer and the mechanism rule layer can be executed by the game logic operation center, and the game logic operation center can determine the target interaction events of the mechanism rule layer according to the customized blueprint logic to connect the instruction interaction layer and the mechanism rule layer.
[0166] During the game running stage, when the game engine detects the position coordinates of the pixel points triggered by the user interface and sends the position coordinates to the instruction interaction layer, it is determined whether a diamond is clicked based on the position coordinates of the triggered pixel points. When it is detected that a diamond is clicked, a "diamond clicked" event is sent to the mechanism rule layer to trigger the corresponding game mechanism and rules in the diamond clicking game, including modifying the total score, modifying the display status of the clicked diamond, and modifying the countdown time. The rendering requirements corresponding to the event results are sent to the rendering layer for rendering, so as to modify the total score in the user-side page, display the video effects after the diamond is clicked, and update the countdown.
[0167] In actual applications, during the initialization of the game engine and the operation of the target game, due to the different types of game engines, the game logic operation center may not be able to adapt to all game engines. In order to ensure the normal configuration and operation of the target game, an adapter can be used as a component to connect the game engine and the game logic operation center. The essence of the adapter is a decoder, which can convert the interface language between the game engine and the game logic operation center and implement related functions, thereby ensuring the normal operation of the target game.
[0168] Next, taking the display of related animations after triggering a click in a target game as an example, the interaction mechanism between the rendering layer and the game logic running center when the target game is running is introduced:
[0169] Exemplarily, the logic architecture related to the click operation in the target game can be as follows: Fig.10b As shown, Fig.10b In the example, when a user "clicks" is detected, the attribute 1 "selection result" is assigned a value of "correct". At the same time, the correct sound effect "select correct.mp3" and the correct animation "select correct.anim" are played, and then the exit animation "exit animation.anim" is played.
[0170] Exemplarily, the interaction process between the rendering layer and the game logic operation center can be as follows: Fig.10c As shown, Fig.10c In the embodiment, the renderer is located in the rendering layer, and is used to detect game interaction events and render game screens. Adapter is an adapter connecting the rendering layer and the game logic operation center, and Tenon is the game logic operation center. When the renderer detects that a node is clicked (i.e., a game interaction event occurs), the adapter sends a game interaction event "trigger (click, click entity)" to the game logic operation center to send the game interaction event of the entity being clicked to the game logic operation center for processing. After receiving the game interaction event, the game logic operation center can determine that the game action currently to be executed is "play animation" according to the logical architecture of the target game, and send the "play animation" instruction to the renderer through the adapter to instruct the renderer to play the animation.
[0171] Furthermore, the completion of the playback of the renderer is deemed to have triggered an event associated with the callback, so that the adapter can prompt the game logic operation center that the animation playback is completed. The game logic operation center can determine, based on the logical architecture of the target game, that the current game action to be executed is to play the exit animation, and send an instruction to the renderer through the adapter to instruct the renderer to play the exit animation, and notify the game logic operation center through the adapter after the exit animation is finished playing.
[0172] Exemplarily, the schematic diagram of the main logic loop of the target game during operation can be as follows: Fig.10d As shown, Fig.10d In the embodiment, the renderer can synchronize the updates of the target game (such as user operations, etc.) to the game logic operation center through the adapter. The game logic operation center can execute all logical judgments according to the logic architecture, and update the current timing through the logic architecture "panel logic"; the game logic operation center can obtain data through the adapter, and send the finally generated entity data to the renderer through the adapter to complete the update of the rendering data in the renderer, thereby completely running the game logic once.
[0173] The game editing method and game running method provided by the disclosed embodiment, by responding to the scene element adding instruction, add the scene element corresponding to the scene element adding instruction in the target game scene edited on the game scene editing page; use the custom logic component obtained by encapsulating multiple logic components to edit the game logic to build an initial logic architecture; and obtain the target logic architecture of the target game through the first editing operation of the initial logic architecture, so as to run the target game based on the target logic architecture. In this way, by using the custom logic component to edit the game logic, it can help developers quickly develop repeated or similar game scenes, save the manpower cost and time cost in the game development process, and thus improve the efficiency of game development.
[0174] Those skilled in the art will appreciate that, in the above method of specific implementation, the order in which the steps are written does not imply a strict execution order and does not constitute any limitation on the implementation process. The specific execution order of the steps should be determined by their functions and possible internal logic.
[0175] Based on the same inventive concept, a game editing device corresponding to the game editing method is also provided in the embodiment of the present disclosure. Since the principle of solving the problem by the device in the embodiment of the present disclosure is similar to the above-mentioned game editing method in the embodiment of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0176] Reference Fig.11 , which is a schematic diagram of the architecture of a game editing device provided by an embodiment of the present disclosure, the device comprises: a first adding module 1101, a second adding module 1102, and an editing module 1103; wherein,
[0177] The first adding module 1101 is used to respond to a scene element adding instruction and add a scene element corresponding to the scene element adding instruction in the target game scene edited on the game scene editing page;
[0178] The second adding module 1102 is used to respond to the logic component adding instruction for the target game scene, and add the target logic component corresponding to the logic component adding instruction to the game logic editing page to build an initial logic architecture including at least one target logic component; wherein the at least one target logic component is used to describe the execution logic of each scene element in the target game, including a custom logic component obtained by encapsulating multiple logic components;
[0179] The editing module 1103 is used to respond to the first editing operation on the target logic component in the initial logic architecture, obtain the target logic architecture of the target game, and run the target game based on the target logic architecture.
[0180] In a possible implementation manner, the game logic editing page is used to perform logic editing on each target scene element in the target game scene;
[0181] In response to the logic component adding instruction for the target game scene, before adding the target logic component corresponding to the logic component adding instruction to the game logic editing page, the second adding module 1102 is further used to:
[0182] In response to a selection operation on a target scene element among the scene elements, the target scene element currently undergoing logic editing is determined.
[0183] In a possible implementation manner, the second adding module 1102, in response to a logic component adding instruction for the target game scene, adds the target logic component corresponding to the logic component adding instruction to the game logic editing page, to:
[0184] In response to the logic component adding operation for the target scene element, the target logic component corresponding to the logic component adding instruction is added to the game logic editing page corresponding to the target scene element.
[0185] In a possible implementation manner, the editing module 1103 is further configured to edit the game scene editing page and the game logic editing page according to the following steps:
[0186] In response to the target prefab adding instruction, the prefabricated scene element in the target prefab is added in the game scene editing page; and the prefabricated logic component corresponding to the prefabricated scene element is added in the game logic editing page.
[0187] In a possible implementation, the logic component includes a storage component, a trigger component, a function component, and an action component, wherein:
[0188] The storage component is used to respond to a first value assignment operation of a user and store a data value corresponding to the first value assignment operation;
[0189] The trigger component is used to trigger other logic components after the trigger component after the game engine of the target game monitors the preset game interaction event, so that the other logic components start to execute in sequence;
[0190] The functional component is used to implement the target function in the execution logic; wherein the target function includes describing the relationship between the various logic components in the logic architecture, determining whether the output of the logic component meets the preset conditions, and defining the number of loops of the logic component;
[0191] The action component is used to execute the target action in the execution logic; wherein the target action includes assigning a property value of a target scene element.
[0192] In a possible implementation manner, the second adding module 1102 is further configured to obtain the custom logic component according to the following steps:
[0193] In response to the encapsulation instruction, a packaging page of the custom logic component is displayed; wherein the packaging page displays multiple target logic components to be encapsulated;
[0194] In response to a user's selection operation on a plurality of target logic components in the encapsulation page, a plurality of first target logic components are determined; wherein the first target logic components include an access port component, and the access port component is used to define the execution start and output of the custom logic component;
[0195] In response to the user's editing operation on each first target logic component, the custom logic component is generated.
[0196] Reference Fig.12 , which is a schematic diagram of the architecture of a game running device provided by an embodiment of the present disclosure, the device includes: an initial module 1201, a rendering module 1202, a determination module 1203, and an update module 1204; wherein,
[0197] Initialization module 1201, based on the target logical architecture and target game scene of the target game generated by the game editing method provided in the embodiment of the present disclosure, initializes the game engine of the target game;
[0198] A rendering module 1202, used for rendering the game screen of the target game based on the initialized game engine;
[0199] The determination module 1203 is used to obtain the interaction instruction sent by the game engine, and determine the interaction result corresponding to the interaction instruction based on the interaction instruction and the target logical architecture;
[0200] The updating module 1204 is used to update and render the game screen based on the interaction result.
[0201] In a possible implementation, the initialization module 1201 is used to initialize the game engine of the target game according to the following steps:
[0202] Based on the target game scene, creating a rendering node corresponding to the scene element in the target game scene in the game engine;
[0203] The corresponding relationship between the rendering node and each logic component in the target logic architecture is determined so that the rendering node can render the game screen according to the output corresponding to the logic component.
[0204] The game editing device and game running device provided by the disclosed embodiment, by responding to the scene element adding instruction, add the scene element corresponding to the scene element adding instruction in the target game scene edited on the game scene editing page; use the custom logic component obtained by encapsulating multiple logic components to edit the game logic to build an initial logic architecture; and obtain the target logic architecture of the target game through the first editing operation of the initial logic architecture, so as to run the target game based on the target logic architecture. In this way, by using the custom logic component to edit the game logic, it can help developers quickly develop repeated or similar game scenes, save the manpower cost and time cost in the game development process, and thus improve the efficiency of game development.
[0205] For descriptions of the processing flow of each module in the device and the interaction flow between each module, reference may be made to the relevant descriptions in the above method embodiment, which will not be described in detail here.
[0206] Based on the same technical concept, the embodiment of the present disclosure also provides a computer device. Fig.13 As shown, it is a schematic diagram of the structure of a computer device 1300 provided in an embodiment of the present disclosure, including a processor 1301, a memory 1302, and a bus 1303. Among them, the memory 1302 is used to store execution instructions, including a memory 13021 and an external memory 13022; the memory 13021 here is also called an internal memory, which is used to temporarily store the operation data in the processor 1301, and the data exchanged with the external memory 13022 such as a hard disk. The processor 1301 exchanges data with the external memory 13022 through the memory 13021. When the computer device 1300 is running, the processor 1301 communicates with the memory 1302 through the bus 1303, so that the processor 1301 executes the following instructions:
[0207] In response to a scene element adding instruction, a scene element corresponding to the scene element adding instruction is added to a target game scene edited on a game scene editing page;
[0208] In response to a logic component adding instruction for the target game scene, a target logic component corresponding to the logic component adding instruction is added to a game logic editing page to build an initial logic architecture including at least one target logic component; wherein the at least one target logic component is used to describe the execution logic of each scene element in the target game, including a custom logic component obtained by encapsulating multiple logic components;
[0209] In response to a first editing operation on a target logic component in the initial logic architecture, a target logic architecture of the target game is obtained to run the target game based on the target logic architecture.
[0210] In a possible implementation manner, in the instruction of the processor 1301, the game logic editing page is used to perform logic editing on each target scene element in the target game scene;
[0211] In response to the logic component adding instruction for the target game scene, before adding the target logic component corresponding to the logic component adding instruction to the game logic editing page, the method further includes:
[0212] In response to a selection operation on a target scene element among the scene elements, the target scene element currently undergoing logic editing is determined.
[0213] In a possible implementation, in the instructions of the processor 1301, the response to the logic component adding instruction for the target game scene, adding the target logic component corresponding to the logic component adding instruction to the game logic editing page, includes:
[0214] In response to the logic component adding operation for the target scene element, the target logic component corresponding to the logic component adding instruction is added to the game logic editing page corresponding to the target scene element.
[0215] In a possible implementation manner, the instructions of the processor 1301 further include editing the game scene editing page and the game logic editing page according to the following method:
[0216] In response to the target prefab adding instruction, the prefabricated scene element in the target prefab is added in the game scene editing page; and the prefabricated logic component corresponding to the prefabricated scene element is added in the game logic editing page.
[0217] In a possible implementation, in the instruction of the processor 1301, the logic component includes a storage component, a trigger component, a function component, and an action component, wherein:
[0218] The storage component is used to respond to a first value assignment operation of a user and store a data value corresponding to the first value assignment operation;
[0219] The trigger component is used to trigger other logic components after the trigger component after the game engine of the target game monitors the preset game interaction event, so that the other logic components start to execute in sequence;
[0220] The functional component is used to implement the target function in the execution logic; wherein the target function includes describing the relationship between the various logic components in the logic architecture, determining whether the output of the logic component meets the preset conditions, and defining the number of loops of the logic component;
[0221] The action component is used to execute the target action in the execution logic; wherein the target action includes assigning a property value of a target scene element.
[0222] In a possible implementation manner, the instruction of the processor 1301 further includes obtaining the custom logic component according to the following steps:
[0223] In response to the encapsulation instruction, a packaging page of the custom logic component is displayed; wherein the packaging page displays multiple target logic components to be encapsulated;
[0224] In response to a user's selection operation on a plurality of target logic components in the encapsulation page, a plurality of first target logic components are determined; wherein the first target logic components include an access port component, and the access port component is used to define the execution start and output of the custom logic component;
[0225] In response to the user's editing operation on each first target logic component, the custom logic component is generated.
[0226] Or, the processor 1301 executes the following instructions:
[0227] Initializing a game engine of the target game based on a target logical architecture and a target game scene of the target game generated by the game editing method provided by the embodiment of the present disclosure;
[0228] Rendering the game screen of the target game based on the initialized game engine;
[0229] Obtaining an interaction instruction sent by the game engine, and determining an interaction result corresponding to the interaction instruction based on the interaction instruction and the target logical architecture;
[0230] The game screen is updated and rendered based on the interaction result.
[0231] In a possible implementation manner, the instructions of the processor 1301 include initializing the game engine of the target game according to the following method:
[0232] Based on the target game scene, creating a rendering node corresponding to the scene element in the target game scene in the game engine;
[0233] The corresponding relationship between the rendering node and each logic component in the target logic architecture is determined so that the rendering node can render the game screen according to the output corresponding to the logic component.
[0234] The present disclosure also provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the game editing method described in the above method embodiment are executed. The storage medium can be a volatile or non-volatile computer-readable storage medium.
[0235] The disclosed embodiments further provide a computer program product, which carries a program code. The program code includes instructions that can be used to execute the steps of the game editing method described in the above method embodiment. For details, please refer to the above method embodiment, which will not be repeated here.
[0236] The computer program product may be implemented in hardware, software or a combination thereof. In one optional embodiment, the computer program product is implemented as a computer storage medium. In another optional embodiment, the computer program product is implemented as a software product, such as a software development kit (SDK).
[0237] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here. In the several embodiments provided in the present disclosure, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of the device or unit can be electrical, mechanical or other forms.
[0238] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0239] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0240] 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 non-volatile computer-readable storage medium that is executable by a processor. 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, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform 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.
[0241] Finally, it should be noted that the above-described 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 protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. A game editing method, characterized in that: Applied to game editing platforms, including: In response to a first editing operation on a target logic component in the initial logic architecture, a target logic architecture of a target game is obtained to run the target game based on the target logic architecture; In response to the target prefab adding instruction, add the prefabricated scene element in the target prefab in the game scene editing page; and add the prefabricated logic component corresponding to the prefabricated scene element in the game logic editing page; In response to a scene element adding instruction, adding a scene element corresponding to the scene element adding instruction to the target game scene edited on the game scene editing page; In response to a logic component adding instruction for the target game scene, a target logic component corresponding to the logic component adding instruction is added to a game logic editing page to build an initial logic architecture including at least one target logic component; wherein the at least one target logic component is used to describe the execution logic of each scene element in the target game, including a custom logic component obtained by encapsulating multiple logic components; In response to a first editing operation on a target logic component in the initial logic architecture, a target logic architecture of the target game is obtained to run the target game based on the target logic architecture.
2. The method according to claim 1, characterized in that The game logic editing page is used to perform logic editing on each scene element in the target game scene; In response to the logic component adding instruction for the target game scene, before adding the target logic component corresponding to the logic component adding instruction to the game logic editing page, the method further includes: In response to a selection operation on a target scene element among the scene elements, the target scene element currently undergoing logic editing is determined.
3. The method according to claim 2, characterized in that The step of responding to the logic component adding instruction for the target game scene and adding the target logic component corresponding to the logic component adding instruction to the game logic editing page includes: In response to the logic component adding operation for the target scene element, the target logic component corresponding to the logic component adding instruction is added to the game logic editing page corresponding to the target scene element.
4. The method according to claim 1, characterized in that: The logic component includes a storage component, a trigger component, a function component and an action component, wherein: The storage component is used to respond to a first value assignment operation of a user and store a data value corresponding to the first value assignment operation; The trigger component is used to trigger other logic components after the trigger component after the game engine of the target game monitors the preset game interaction event, so that the other logic components start to execute in sequence; The functional component is used to implement the target function in the execution logic; wherein the target function includes describing the relationship between the various logic components in the logic architecture, determining whether the output of the logic component meets the preset conditions, and defining the number of loops of the logic component; The action component is used to execute the target action in the execution logic; wherein the target action includes assigning a value to an attribute value of a scene element.
5. The method according to claim 1, characterized in that The method further comprises obtaining the custom logic component according to the following steps: In response to the encapsulation instruction, a packaging page of the custom logic component is displayed; wherein the packaging page displays multiple target logic components to be encapsulated; In response to a user's selection operation on a plurality of target logic components in the encapsulation page, a plurality of first target logic components are determined; wherein the first target logic components include an access port component, and the access port component is used to define the execution start and output of the custom logic component; In response to the user's editing operation on each first target logic component, the custom logic component is generated.
6. A game running method, characterized in that: include: Initializing a game engine of the target game based on a target logical architecture and a target game scene of the target game generated by the game editing method according to any one of claims 1 to 5; Rendering the game screen of the target game based on the initialized game engine; Obtaining an interaction instruction sent by the game engine, and determining an interaction result corresponding to the interaction instruction based on the interaction instruction and the target logical architecture; The game screen is updated and rendered based on the interaction result.
7. The method according to claim 6, characterized in that The method comprises initializing the game engine of the target game according to the following method: Based on the target game scene, creating a rendering node corresponding to the scene element in the target game scene in the game engine; The corresponding relationship between the rendering node and each logic component in the target logic architecture is determined so that the rendering node can render the game screen according to the output corresponding to the logic component.
8. A game editing device, characterized in that: include: A first adding module, configured to respond to a scene element adding instruction and add a scene element corresponding to the scene element adding instruction in a target game scene edited on a game scene editing page; The editing module is used to respond to the target prefab adding instruction and add the prefabricated scene elements in the target prefab in the game scene editing page; And, adding a prefabricated logic component corresponding to the prefabricated scene element in the game logic editing page; A second adding module is used to respond to a logic component adding instruction for the target game scene, and add a target logic component corresponding to the logic component adding instruction to the game logic editing page to build an initial logic architecture including at least one target logic component; wherein the at least one target logic component is used to describe the execution logic of each scene element in the target game, including a custom logic component obtained by encapsulating multiple logic components; The editing module is further configured to respond to a first editing operation on a target logic component in the initial logic architecture to obtain a target logic architecture of the target game, so as to run the target game based on the target logic architecture.
9. A game running device, characterized in that: include: An initialization module, used to initialize the game engine of the target game based on the target logical architecture and target game scene of the target game generated by the game editing method according to any one of claims 1 to 5; A rendering module, used for rendering the game screen of the target game based on the initialized game engine; A determination module, configured to obtain an interaction instruction sent by the game engine, and determine an interaction result corresponding to the interaction instruction based on the interaction instruction and the target logical architecture; An updating module is used to update and render the game screen based on the interaction result.
10. A computer device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the computer device is running, the processor and the memory communicate via the bus, and when the machine-readable instructions are executed by the processor, the steps of the game editing method described in any one of claims 1 to 5 are executed, or the steps of the game running method described in any one of claims 6 to 7 are executed.
11. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the game editing method as described in any one of claims 1 to 5, or executes the steps of the game running method as described in any one of claims 6 to 7.
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